On the general subject surrounding DC, approaches, needing 30s for rogues...
I follow the DMG recommendations on setting DC to easy, moderate, hard by training/proficiency, aptitude/ability from an either, both, none perspective chosen from either "what/what created the challenge or if itvis natural who/what i see it in my minds eye as being able to deal with it. On top of that i add rrsources as a factor.
So if i have an inn door locked... Intended to be secured... By an inkeeper who spent normal time, normal funds but was experienced at secured (say former burglar - proficient in b&e or retired sentry.) It would be 15 DC moderate to pick or to force.
There are a lot of approaches that could get around the door... Or thru the door without skill check - hacking it down with axe, setting it on fire to burn it to ashs, hacking thru floir in room above, gas form, teleports, etc.
Or one could try and get the key by various means, or copy the key, or maybe compell the person with the key...
But if it does come down to defeat the door itself... By skill to pick or force - the DC would be 15.
The character may gain advantage or disadvavtage (use crowbar, two of us try, etc) but it is the character's competence that is key, the character's knowledge of locks and doors, not the players.
So, i am not one that sets DC after hearing approach. I dont make finding something hidden in the throne easier if you say throne instead of room when you describe your search. The size of the areas being searched is already factored into the system by time and as far as our game time goes rewarding you for saying blank the throne, then blank the desk, then blank the wardrobe as opposed to blank the room and the furniture o me is putting way more on the way you phrase it as player and less on what the character is good or bad at.
So, yeah, that means at 15th level or 11th level the rogue may be able to beat dc no prob... Because that dc is set by campaign and setting, not the need to challenge the rogue... Just like how i font need to stop a fly spell from "beating" the jump challenge or revivify from making dead no so bad.
I follow the DMG recommendations on setting DC to easy, moderate, hard by training/proficiency, aptitude/ability from an either, both, none perspective chosen from either "what/what created the challenge or if itvis natural who/what i see it in my minds eye as being able to deal with it. On top of that i add rrsources as a factor.
So if i have an inn door locked... Intended to be secured... By an inkeeper who spent normal time, normal funds but was experienced at secured (say former burglar - proficient in b&e or retired sentry.) It would be 15 DC moderate to pick or to force.
There are a lot of approaches that could get around the door... Or thru the door without skill check - hacking it down with axe, setting it on fire to burn it to ashs, hacking thru floir in room above, gas form, teleports, etc.
Or one could try and get the key by various means, or copy the key, or maybe compell the person with the key...
But if it does come down to defeat the door itself... By skill to pick or force - the DC would be 15.
The character may gain advantage or disadvavtage (use crowbar, two of us try, etc) but it is the character's competence that is key, the character's knowledge of locks and doors, not the players.
So, i am not one that sets DC after hearing approach. I dont make finding something hidden in the throne easier if you say throne instead of room when you describe your search. The size of the areas being searched is already factored into the system by time and as far as our game time goes rewarding you for saying blank the throne, then blank the desk, then blank the wardrobe as opposed to blank the room and the furniture o me is putting way more on the way you phrase it as player and less on what the character is good or bad at.
So, yeah, that means at 15th level or 11th level the rogue may be able to beat dc no prob... Because that dc is set by campaign and setting, not the need to challenge the rogue... Just like how i font need to stop a fly spell from "beating" the jump challenge or revivify from making dead no so bad.