Li Shenron
Legend
How do you set the DC of an ability check? It's supposed to be one of the basic routine tasks of a DM, but I have a hunch that we don't do it the same way...
Published adventures have plenty of DCs specified, but these are hardly enough to cover a fraction of what your players end up wanting to do. The question here is what is your process for setting a DC when you obviously don't already have one from the adventure itself, but the question applies to both when you are preparing the adventure (so you have time to think about more ability checks that might come up during play) and when you are already playing and you realize the PCs are asking to attempt something you haven't set a DC for already.
The 5e PHB/DMG only give us a very basic table of reference DCs with generic labels "easy", "hard" and so on, and few examples. The labels here can be deceiving, so perhaps it's best not to focus too much on them, but rather on the DC values themselves. But this is anyway a first pain point for a DM who might think "this should be easy, so I'll make it DC 10" without realizing it's only a 55% success chance for characters with no bonus on the roll (even though the PCs have a bonus on most checks since level 1, they may still not have it on everything).
The second pain point is whether you should set a DC in a vacuum (as in "this task has an objective DC X for everyone") or tailor it to the PCs. I usually try to be objective, but I've seen DMs simply scale the DCs up with the PCs level, perhaps in an attempt to keep success chances stable across levels. At the extreme, I've seen DMs seemingly always declare a success if the dice result is generically high and a failure if single-digit, not even giving much attention to what is the PC's bonus on the check...
The third pain point is whether you should modify a DC based on the circumstances (such as having the right tool for the job), or instead use (dis)advantage or other bonuses. For instance: does climbing a wall with a rope have a lower DC than climbing the same wall without a rope? Or do they have the same DC, but you have advantage (or another bonus) if you use a rope?
I am also curious to know how many DMs keep a reference list of tasks by DC (such as a list of door types, and the Strength check DC to force open them) or just improvise.
Published adventures have plenty of DCs specified, but these are hardly enough to cover a fraction of what your players end up wanting to do. The question here is what is your process for setting a DC when you obviously don't already have one from the adventure itself, but the question applies to both when you are preparing the adventure (so you have time to think about more ability checks that might come up during play) and when you are already playing and you realize the PCs are asking to attempt something you haven't set a DC for already.
The 5e PHB/DMG only give us a very basic table of reference DCs with generic labels "easy", "hard" and so on, and few examples. The labels here can be deceiving, so perhaps it's best not to focus too much on them, but rather on the DC values themselves. But this is anyway a first pain point for a DM who might think "this should be easy, so I'll make it DC 10" without realizing it's only a 55% success chance for characters with no bonus on the roll (even though the PCs have a bonus on most checks since level 1, they may still not have it on everything).
The second pain point is whether you should set a DC in a vacuum (as in "this task has an objective DC X for everyone") or tailor it to the PCs. I usually try to be objective, but I've seen DMs simply scale the DCs up with the PCs level, perhaps in an attempt to keep success chances stable across levels. At the extreme, I've seen DMs seemingly always declare a success if the dice result is generically high and a failure if single-digit, not even giving much attention to what is the PC's bonus on the check...
The third pain point is whether you should modify a DC based on the circumstances (such as having the right tool for the job), or instead use (dis)advantage or other bonuses. For instance: does climbing a wall with a rope have a lower DC than climbing the same wall without a rope? Or do they have the same DC, but you have advantage (or another bonus) if you use a rope?
I am also curious to know how many DMs keep a reference list of tasks by DC (such as a list of door types, and the Strength check DC to force open them) or just improvise.








