the Jester
Legend
How, exactly, do you help someone spot that bugbear hiding in the shadows when none of you know he is there in the first place?
A first-level character with a 16 stat and Expertise and advantage and Guidance has a 7.2% chance of success. This sounds right for heroic fantasy: that would be an epic and memorable roll. The same character at 20th level with a 20 stat succeeds 40% of the time by himself and 77% with advantage and Guidance. Seems reasonable.The difficulty table seems to start too hard, but then becomes more balanced toward the top. 64% odds seems pretty reasonable to me for the specialist attempting something hard. Now, what must one do to accomplish something "nearly impossible?"
Let's consider a 16 ability score pretty rare, since if you're rolling 3d6 (as most NPCs do?) you have a 4.5% chance of getting that 16 or better. This goes back to the "specialist" argument.
That "swinginess" (very old word, but never official) is a known feature for pretty much any d20 system. Especially at low levels, the range of the die exceeds the range of possible modifiers, so luck is the overwhelming factor in a lot of things.WotC can justify this problem with the combat chaos explanation: everything is treacherous in combat, even simple things. The problem comes from the swinginess (new word?) of a d20. You have equal odds of rolling a 1 or a 20. Which means that average results, say 10 or 11, only happen 10% of the time.
If it shows up anywhere in this edition, it will be in the DMG. Remember also that NPCs have racial modifiers, so that's going to skew their numbers higher.I am pretty sure using 3d6 isn't mentioned anywhere ever in the rules for ability generation, npc or not.