FitzTheRuke
Legend
A few thoughts on the subject:
I think you're spot on with the 16 stat-is-lke-passive and checks would be +6 for that stat (and I like it) but:
I expect that in the case of AC it will remain a static number (no AC=d20+5 for chainmail, for example). Ditto for most exploration DC's (like the DC 10 for jumping on the table as described above - far more likely than "DM rolls the d20 to find out the check DC".
The example they gave, which lead you in part to your conclusion, was for spells (the attack roll creating the save DC) and I think that will likely be the extent of the opposed roll.
Though with the system you describe, it's perfectly modular to do more or less opposed rolling as the table prefers.
My other thought is on an interesting result (drawback?) of this system (when it's NOT an opposed roll): If you don't have to roll a check unless you're stat doesn't beat the DC, then when you DO roll, you ALWAYS have to roll greater than 10 when you pick up the d20 to be successful.
Having to roll for it will automatically mean you have less than a 50/50 chance of success. How much less depends on the DC, of course, but having to roll will always mean "good luck with that". Which could be exciting, but should also make you sweat.
I know I can't reliably roll above a 10 on a d20. Especially when it "counts".
I think you're spot on with the 16 stat-is-lke-passive and checks would be +6 for that stat (and I like it) but:
I expect that in the case of AC it will remain a static number (no AC=d20+5 for chainmail, for example). Ditto for most exploration DC's (like the DC 10 for jumping on the table as described above - far more likely than "DM rolls the d20 to find out the check DC".
The example they gave, which lead you in part to your conclusion, was for spells (the attack roll creating the save DC) and I think that will likely be the extent of the opposed roll.
Though with the system you describe, it's perfectly modular to do more or less opposed rolling as the table prefers.
My other thought is on an interesting result (drawback?) of this system (when it's NOT an opposed roll): If you don't have to roll a check unless you're stat doesn't beat the DC, then when you DO roll, you ALWAYS have to roll greater than 10 when you pick up the d20 to be successful.
Having to roll for it will automatically mean you have less than a 50/50 chance of success. How much less depends on the DC, of course, but having to roll will always mean "good luck with that". Which could be exciting, but should also make you sweat.
I know I can't reliably roll above a 10 on a d20. Especially when it "counts".
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