Electric
First Post
I know the core rules give some examples of DCs to break or burst items-in fact I'm looking at those examples as I type this-but I find that they unfortunately don't help much unless the specific example I need is included in the book.
For example, at the moment I'm wondering what DC to use if my players attempt to break through the rotting wood walls of the brig in a ghost ship they've been trapped in.
According to the table in the core rulebook, breaking a simple door is DC13, breaking a good door is DC18, and breaking a strong door is DC23. That would all be very helpful if I had even actually tried to break down any doors, but unfortunately I never have, so I really have no experience to give me an idea of how much of a difference those gaps of 5 DC represent. I would assume that breaking rotting wood would naturally be easier than breaking a simple door, but on the other hand breaking through a wall would be harder than breaking through a door. I assume it averages out somewhere around the DC13 of a simple door because of that, but I don't know which side of that 13 it comes out on. Maybe it's a bit more difficult, but how much more? And breaking the walls leading from one cabin to another is probably easier than breaking through the ship's hull to get outside right? I don't know much of ships, but I assume the hull would be thicker and stronger.
Apparently the lesson to be learned is that to make GMing easier I should attempt to break various things to give myself a feel for how easy or difficult it is. But I digress... I'd appreciate some help in picking out appropriate DCs.
For example, at the moment I'm wondering what DC to use if my players attempt to break through the rotting wood walls of the brig in a ghost ship they've been trapped in.
According to the table in the core rulebook, breaking a simple door is DC13, breaking a good door is DC18, and breaking a strong door is DC23. That would all be very helpful if I had even actually tried to break down any doors, but unfortunately I never have, so I really have no experience to give me an idea of how much of a difference those gaps of 5 DC represent. I would assume that breaking rotting wood would naturally be easier than breaking a simple door, but on the other hand breaking through a wall would be harder than breaking through a door. I assume it averages out somewhere around the DC13 of a simple door because of that, but I don't know which side of that 13 it comes out on. Maybe it's a bit more difficult, but how much more? And breaking the walls leading from one cabin to another is probably easier than breaking through the ship's hull to get outside right? I don't know much of ships, but I assume the hull would be thicker and stronger.
Apparently the lesson to be learned is that to make GMing easier I should attempt to break various things to give myself a feel for how easy or difficult it is. But I digress... I'd appreciate some help in picking out appropriate DCs.