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*Dungeons & Dragons
how to run long distance travelling without it sucking
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<blockquote data-quote="Manbearcat" data-source="post: 6524965" data-attributes="member: 6696971"><p>This dovetails rather nicely with my posts on the other thread about objective vs subjective DCs. I haven't done an extensive analysis to establish a baseline competency across a spectrum of builds across levels. However, my guess is that if you were going to establish a subjective DC framework for 5e (roughly representing 4e, 13th Age, and DW), I'd probably go something like this:</p><p></p><p>[TABLE="width: 500"] [TR] [TD]Level/Difficulty[/TD] [TD]Easy[/TD] [TD]Medium[/TD] [TD]Hard[/TD] [/TR] [TR] [TD]1-4[/TD] [TD]8[/TD] [TD]12[/TD] [TD]16[/TD] [/TR] [TR] [TD]5-12[/TD] [TD]9[/TD] [TD]13[/TD] [TD]18[/TD] [/TR] [TR] [TD]13-20[/TD] [TD]10[/TD] [TD]15[/TD] [TD]20[/TD] [/TR] [/TABLE] </p><p>I rather like the paradigm of:</p><p></p><p>Trained/Prof + PAS (primary ability score) = ~ auto-success on E, ~ 80 % success on M, ~ 60 % success on H</p><p></p><p>UT/N-prof + SAS (secondary) or T/P + TAS = ~ auto-success on E, ~ 45 % success on M, ~ 25 % success on H</p><p></p><p>That would aid in the Group Check math problem you're referring to, especially if you allow secondary members accept an auto-failure on their effort to use the Help action.</p><p></p><p>[HR][/HR]</p><p>As a quick aside, when I was running one-offs for the playtest packets and for the evening one-off that I ran (which basically mocked the prior session of a current game with a different system), I ran the unified conflict resolution system I devised for 13th Age (and used the 1-4 numbers above as subjective DCs). Its pretty simple and handles dramatic momentum rather well. It was used for a travel scenario like the player in the lead post is looking for. It was akin to a Deuce game in Tennis:</p><p><strong></strong></p><p><strong>Campaign Win</strong> < <em>Disadvantage </em>< <strong>Square One </strong>> <em>Advantage </em>> <strong>Campaign Loss</strong></p><p></p><p>It works to keep the situation in the most dramatic areas (cusp of victory, edge of defeat) with the most interesting outcomes for as long as possible until the conflict is cemented either way. 5e's disad/ad mechanic works well to support that.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6524965, member: 6696971"] This dovetails rather nicely with my posts on the other thread about objective vs subjective DCs. I haven't done an extensive analysis to establish a baseline competency across a spectrum of builds across levels. However, my guess is that if you were going to establish a subjective DC framework for 5e (roughly representing 4e, 13th Age, and DW), I'd probably go something like this: [TABLE="width: 500"] [TR] [TD]Level/Difficulty[/TD] [TD]Easy[/TD] [TD]Medium[/TD] [TD]Hard[/TD] [/TR] [TR] [TD]1-4[/TD] [TD]8[/TD] [TD]12[/TD] [TD]16[/TD] [/TR] [TR] [TD]5-12[/TD] [TD]9[/TD] [TD]13[/TD] [TD]18[/TD] [/TR] [TR] [TD]13-20[/TD] [TD]10[/TD] [TD]15[/TD] [TD]20[/TD] [/TR] [/TABLE] I rather like the paradigm of: Trained/Prof + PAS (primary ability score) = ~ auto-success on E, ~ 80 % success on M, ~ 60 % success on H UT/N-prof + SAS (secondary) or T/P + TAS = ~ auto-success on E, ~ 45 % success on M, ~ 25 % success on H That would aid in the Group Check math problem you're referring to, especially if you allow secondary members accept an auto-failure on their effort to use the Help action. [HR][/HR] As a quick aside, when I was running one-offs for the playtest packets and for the evening one-off that I ran (which basically mocked the prior session of a current game with a different system), I ran the unified conflict resolution system I devised for 13th Age (and used the 1-4 numbers above as subjective DCs). Its pretty simple and handles dramatic momentum rather well. It was used for a travel scenario like the player in the lead post is looking for. It was akin to a Deuce game in Tennis: [B] Campaign Win[/B] < [I]Disadvantage [/I]< [B]Square One [/B]> [I]Advantage [/I]> [B]Campaign Loss[/B] It works to keep the situation in the most dramatic areas (cusp of victory, edge of defeat) with the most interesting outcomes for as long as possible until the conflict is cemented either way. 5e's disad/ad mechanic works well to support that. [/QUOTE]
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