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General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="pemerton" data-source="post: 7560096" data-attributes="member: 42582"><p>Classic Traveller was once the most-played game after D&D. The fact that it is no longer widely played doesn't make it "niche" or "specialised" or otherwise not count as an example of how mainstream RPGing can work.</p><p></p><p>I already posted the example of Admin skill upthread.</p><p></p><p>Here is Streetwise (p15 of my 1978 printing of Book 1):</p><p></p><p style="margin-left: 20px">The referee should set the throw required to obtain any item specified by the players (for example, the name of an official willing to issue licences without hassle - 5+; the location of high quality guns at a low price - 9+). DMs based on stretwise should be alowed at +1 per level. No expertise DM - -5.</p><p></p><p>Extrapolating from the examples given, we can see that the DC for a 2d6 roll is likely to range between 10+ and 14+ depending on the "sensitivity"/"heat" involved, with a +6 for Streetwise-1, +1 for each further level of expertise,</p><p></p><p>As with Admin, the example highlights that for many (though not all) skills in Classic Traveller, the first rank has a much bigger impact than subsequent ranks. That makes sense in a system where skills are obtained via random generation and total skill ranks for a PC are often not all that high.</p><p></p><p>From the 4e Rules Compendium (pp 126-27):</p><p></p><p style="margin-left: 20px">The following definitions help the Dungeon Master determine which of the three DCs is appropriate for a particular check. The goal is to pick a DC that is an appropriate challenge for a particular scenario or encounter.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Easy:</strong> An easy DC is a reasonable challenge for creatures that do not have training in a particular skill. Such creatures have about a 65 percent chance of meeting an easy DC of their level. An easy DC is a minimal challenge for a</p> <p style="margin-left: 20px">creature that has training in the skill, and it is almost a guaranteed success for one that also has a high bonus with the skill. In group checks (page 128) or when every adventurer in a party is expected to attempt a given skill check, particularly when no one necessarily has training, an easy DC is the standard choice for the scenario.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Moderate:</strong> A moderate DC is a reasonable challenge for creatures that have training in a particular skill as well as for creatures that don’t have training but do have a high score (18 or higher) in the skill’s key ability. Such creatures have about a 65 percent chance of meeting a moderate DC of their level. In a skill challenge (page 157), a moderate DC is the standard choice for a skill check that a single creature is expected to make.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Hard:</strong> A hard DC is a reasonable challenge for creatures that have training in a particular skill and also have a high score (18 or higher) in the skill’s key ability. Such creatures have about a 65 percent chance of meeting a hard DC of their level. A hard DC is the standard choice for a skill check that only an expert is expected to succeed at consistently.</p><p></p><p>This text appears beneath a chart of DCs by level. No GM who sets DCs following these guidelines is going to have trouble setting an appropriate DC (which is going to be well above a 1% chance of success).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7560096, member: 42582"] Classic Traveller was once the most-played game after D&D. The fact that it is no longer widely played doesn't make it "niche" or "specialised" or otherwise not count as an example of how mainstream RPGing can work. I already posted the example of Admin skill upthread. Here is Streetwise (p15 of my 1978 printing of Book 1): [indent]The referee should set the throw required to obtain any item specified by the players (for example, the name of an official willing to issue licences without hassle - 5+; the location of high quality guns at a low price - 9+). DMs based on stretwise should be alowed at +1 per level. No expertise DM - -5.[/indent] Extrapolating from the examples given, we can see that the DC for a 2d6 roll is likely to range between 10+ and 14+ depending on the "sensitivity"/"heat" involved, with a +6 for Streetwise-1, +1 for each further level of expertise, As with Admin, the example highlights that for many (though not all) skills in Classic Traveller, the first rank has a much bigger impact than subsequent ranks. That makes sense in a system where skills are obtained via random generation and total skill ranks for a PC are often not all that high. From the 4e Rules Compendium (pp 126-27): [indent]The following definitions help the Dungeon Master determine which of the three DCs is appropriate for a particular check. The goal is to pick a DC that is an appropriate challenge for a particular scenario or encounter. [B]Easy:[/B] An easy DC is a reasonable challenge for creatures that do not have training in a particular skill. Such creatures have about a 65 percent chance of meeting an easy DC of their level. An easy DC is a minimal challenge for a creature that has training in the skill, and it is almost a guaranteed success for one that also has a high bonus with the skill. In group checks (page 128) or when every adventurer in a party is expected to attempt a given skill check, particularly when no one necessarily has training, an easy DC is the standard choice for the scenario. [B]Moderate:[/B] A moderate DC is a reasonable challenge for creatures that have training in a particular skill as well as for creatures that don’t have training but do have a high score (18 or higher) in the skill’s key ability. Such creatures have about a 65 percent chance of meeting a moderate DC of their level. In a skill challenge (page 157), a moderate DC is the standard choice for a skill check that a single creature is expected to make. [B]Hard:[/B] A hard DC is a reasonable challenge for creatures that have training in a particular skill and also have a high score (18 or higher) in the skill’s key ability. Such creatures have about a 65 percent chance of meeting a hard DC of their level. A hard DC is the standard choice for a skill check that only an expert is expected to succeed at consistently.[/indent] This text appears beneath a chart of DCs by level. No GM who sets DCs following these guidelines is going to have trouble setting an appropriate DC (which is going to be well above a 1% chance of success). [/QUOTE]
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