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NPC Ability Checks and Stunting or...Ogre Smash
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7003772" data-attributes="member: 6787650"><p>Beating a dead horse:</p><p></p><p></p><p></p><p>It's not really so much about scaling with level--the combat task I mentioned (punching a bound and gagged guy into unconsciousness in less than a minute) assumes 0th level characters.</p><p></p><p>What really makes things works differently is the fact that more rolls = more bell curve = more effect of skill (to-hit, damage bonuses) and other modifiers (AC).</p><p></p><p>There is absolutely nothing stopping a DM from using the exact same approach out of combat. If you want a more skill-oriented task but you don't want auto-success for anyone, use more die rolls, either by chaining checks (you need to perceive the trap's telltale with Perception DC 12 AND deduce the telltale's meaning and the trap's existence with Investigation DC 15 AND Disarm it with Thieves Tools DC 9) or outright asking for multiple attempts (to climb this 50' cliff, you must spend five minutes and succeed on a DC 10 Strength (Athletics) check per 10' climbed; ordinary failure means you make no progress and must re-try; failure by five or more means you fall).</p><p></p><p>You can create any probability curve you want, in or out of combat. Combat isn't special.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7003772, member: 6787650"] Beating a dead horse: It's not really so much about scaling with level--the combat task I mentioned (punching a bound and gagged guy into unconsciousness in less than a minute) assumes 0th level characters. What really makes things works differently is the fact that more rolls = more bell curve = more effect of skill (to-hit, damage bonuses) and other modifiers (AC). There is absolutely nothing stopping a DM from using the exact same approach out of combat. If you want a more skill-oriented task but you don't want auto-success for anyone, use more die rolls, either by chaining checks (you need to perceive the trap's telltale with Perception DC 12 AND deduce the telltale's meaning and the trap's existence with Investigation DC 15 AND Disarm it with Thieves Tools DC 9) or outright asking for multiple attempts (to climb this 50' cliff, you must spend five minutes and succeed on a DC 10 Strength (Athletics) check per 10' climbed; ordinary failure means you make no progress and must re-try; failure by five or more means you fall). You can create any probability curve you want, in or out of combat. Combat isn't special. [/QUOTE]
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