Dessert Nomad
Hero
Most people run into trouble for skill checks when they either decide to house rule away from how the books say to run skill checks, fail to consider what makes sense for 'success' and 'failure' or add failure conditions that don't make sense. The system is pretty simple and straightforward, but a lot of people want to over complicate it. I don't see the point in keeping a big reference lists of tasks by DC, most things people try to do are in the 10-20 range, maybe 25, very rarely 30. If you're taking your time setting DCs you can be fiddly with them if you're doing them on the fly then doing them by 5s should give enough variety and reduces the mental load in the moment.
Consequences of failure should generally make sense - sometime people like to add weird stuff like 'if you try to pick a lock and fail, it's forever beyond your ability' because 1e did it that way, but it doesn't really make sense, and if you don't add that then you get the sensible result that even a basic rogue can get through non-special but difficult locks with a few minutes of fiddling. So a rogue really only needs to roll to pick a lock if time is of the essence or there's something about the lock that makes the attempt difficult (like failed attempt triggers a trap), what I usually do is have them roll and if they fail just say it takes a few minutes to get through (which may just be fluff or may mean someone spots them depending on circumstance).
The player narrates what they're trying to do and the DM sets success and failure conditions, what the player says they're trying to do isn't the success condition. If a player declares that he's trying to convince the king to hand over his kingdom and the DM calls for a persuasion check, a success probably means 'the king laughs at your joke and treats you well rather than have you thrown in irons your your impudence' and not 'well you have a whole kingdom now'.
So in your system, there's no point in keeping up with skills and expertise or ability scores for skill checks, and characters never get better at doing anything they work at, and all characters are equally as good at all skills?
Consequences of failure should generally make sense - sometime people like to add weird stuff like 'if you try to pick a lock and fail, it's forever beyond your ability' because 1e did it that way, but it doesn't really make sense, and if you don't add that then you get the sensible result that even a basic rogue can get through non-special but difficult locks with a few minutes of fiddling. So a rogue really only needs to roll to pick a lock if time is of the essence or there's something about the lock that makes the attempt difficult (like failed attempt triggers a trap), what I usually do is have them roll and if they fail just say it takes a few minutes to get through (which may just be fluff or may mean someone spots them depending on circumstance).
The player narrates what they're trying to do and the DM sets success and failure conditions, what the player says they're trying to do isn't the success condition. If a player declares that he's trying to convince the king to hand over his kingdom and the DM calls for a persuasion check, a success probably means 'the king laughs at your joke and treats you well rather than have you thrown in irons your your impudence' and not 'well you have a whole kingdom now'.
The DC is always 8+ whatever their total modifier is. You get a +37 to your roll? Great, the DC is 45. You get a +7 to your roll? Great, the DC is 15.
This means the PCs always have 100%, 87.75%, 65%, 42.25%, or 0% chance of success.
So in your system, there's no point in keeping up with skills and expertise or ability scores for skill checks, and characters never get better at doing anything they work at, and all characters are equally as good at all skills?








