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<blockquote data-quote="dmnqwk" data-source="post: 6868887" data-attributes="member: 6804204"><p>When it comes to setting DCs, there are 3 categories players can fall into:</p><p>1. Trained/Good. These characters are making skill checks in proficient skills they have a high attribute in. Examples include a Rogue using stealth or a Bard using performance. When you think to set a DC, add 1/2 the character's level to the table below.</p><p>2. Untrained/Good or Trained/Bad. These characters are either trained in a skill they have a low attribute for, or they are untrained but possess a high attribute. Examples include a Paladin trying to deceive (untrained/good) or a Bard attempting to use Arcana (trained/good). When you think of a DC with these in mind, add 1/4 of the character's level to the table below.</p><p>3. Untrained/Bad. These characters have no attribute and no proficiency bonus, pretty much entirely reliant on the dice roll. These include a Ranger making a History check or a Wizard trying to use Athletics. Add nothing to the table below.</p><p></p><p>Chance of success:</p><p>Very Easy = DC 5. 75-95% chance of success</p><p>Easy = DC 10. 50-75% chance to succeed.</p><p>Medium = DC 15. 25-50% chance to make it.</p><p>Hard = DC 20. 5-25% chance of succeeding.</p><p>Very Hard = DC 25. At best a 5% chance to make it.</p><p></p><p>To give some examples of how the modifiers would work:</p><p>1. Your 1st level players need to creep past the Ogre guard to rescue a rich noble's son. The Ogre is half asleep after eating a big pot of turkey stew, so you think the check should be easy for even an untrained player. You set the DC at 5, meaning a 1st level Rogue with a Dex of 16 has a +5 to the roll and cannot fail (1 and 20 are NOT automatic failures/successes on skill checks after all). The clanking cleric with a dex of 8 and wearing heavy armour has disadvantage on the roll, and a -1 from dex meaning they need to roll 6+ on both D20s to pass. </p><p></p><p>2. Your party has reached level 9, meaning a +4 proficiency bonus. The same Rogue and Cleric are trying to interrogate a rival Baron of their employer to find out where he has hidden his army. The Baron is a master of intrigue and has spent many years lying to everyone around him, making it very hard to tell. You set the DC at 15, plus 1/2 the PC's level because you only want a well trained interrogator to get to the truth. (So the DC becomes 15 + 4, or 19). The Rogue has a Wisdom of 12, but is proficient so adds +4 for a total of +5. The Cleric, who lacks Insight as a skill but has a Wisdom of 20, also has a +5. So the Rogue and the Cleric are both needing to roll a 14 or greater to see if the Baron is lying, but the Rogue's talent comes from hard work while the Cleric's talent is from natural ability.</p><p></p><p>So to summize: </p><p>I would recommend deciding how difficult you want the task, then modify it by whether you think it should be even harder for people who are untrained or not naturally gifted at it (If you think it should require proficiency, add 1/4 of the PC's level, if you think it should require natural ability, add another 1/4 too).</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6868887, member: 6804204"] When it comes to setting DCs, there are 3 categories players can fall into: 1. Trained/Good. These characters are making skill checks in proficient skills they have a high attribute in. Examples include a Rogue using stealth or a Bard using performance. When you think to set a DC, add 1/2 the character's level to the table below. 2. Untrained/Good or Trained/Bad. These characters are either trained in a skill they have a low attribute for, or they are untrained but possess a high attribute. Examples include a Paladin trying to deceive (untrained/good) or a Bard attempting to use Arcana (trained/good). When you think of a DC with these in mind, add 1/4 of the character's level to the table below. 3. Untrained/Bad. These characters have no attribute and no proficiency bonus, pretty much entirely reliant on the dice roll. These include a Ranger making a History check or a Wizard trying to use Athletics. Add nothing to the table below. Chance of success: Very Easy = DC 5. 75-95% chance of success Easy = DC 10. 50-75% chance to succeed. Medium = DC 15. 25-50% chance to make it. Hard = DC 20. 5-25% chance of succeeding. Very Hard = DC 25. At best a 5% chance to make it. To give some examples of how the modifiers would work: 1. Your 1st level players need to creep past the Ogre guard to rescue a rich noble's son. The Ogre is half asleep after eating a big pot of turkey stew, so you think the check should be easy for even an untrained player. You set the DC at 5, meaning a 1st level Rogue with a Dex of 16 has a +5 to the roll and cannot fail (1 and 20 are NOT automatic failures/successes on skill checks after all). The clanking cleric with a dex of 8 and wearing heavy armour has disadvantage on the roll, and a -1 from dex meaning they need to roll 6+ on both D20s to pass. 2. Your party has reached level 9, meaning a +4 proficiency bonus. The same Rogue and Cleric are trying to interrogate a rival Baron of their employer to find out where he has hidden his army. The Baron is a master of intrigue and has spent many years lying to everyone around him, making it very hard to tell. You set the DC at 15, plus 1/2 the PC's level because you only want a well trained interrogator to get to the truth. (So the DC becomes 15 + 4, or 19). The Rogue has a Wisdom of 12, but is proficient so adds +4 for a total of +5. The Cleric, who lacks Insight as a skill but has a Wisdom of 20, also has a +5. So the Rogue and the Cleric are both needing to roll a 14 or greater to see if the Baron is lying, but the Rogue's talent comes from hard work while the Cleric's talent is from natural ability. So to summize: I would recommend deciding how difficult you want the task, then modify it by whether you think it should be even harder for people who are untrained or not naturally gifted at it (If you think it should require proficiency, add 1/4 of the PC's level, if you think it should require natural ability, add another 1/4 too). [/QUOTE]
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