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PF2 house-rules / variant rules
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<blockquote data-quote="kenada" data-source="post: 8536335" data-attributes="member: 70468"><p>It became very obvious when I used Proficiency without Level in my game that the Level DC chart has a very shallow progression. Once you take out level, the DCs range from 15 to 20. The simple DC chart was much more punishing. I assume the reason why locks have such a steep increase is their DCs are based on the simple DC chart instead of their level. I think it would be a reasonable change to make locks have a DC based on their level, and the quality then applies an appropriate modifier. An average level 3 lock is DC 18, but a superior one would be DC 23 (applying a very hard modifier).</p><p></p><p>I wonder if simple DCs should be modifiers that you apply to the level DC. When you need an ad hoc DC, just have the players roll against their level plus the intended training. You could use something like: Untrained = −2, Trained = +0, Expert = +2, Master = +5, Legendary = +10 (effectively, on the modifier scale: easy, normal, hard, very hard, impossible).</p></blockquote><p></p>
[QUOTE="kenada, post: 8536335, member: 70468"] It became very obvious when I used Proficiency without Level in my game that the Level DC chart has a very shallow progression. Once you take out level, the DCs range from 15 to 20. The simple DC chart was much more punishing. I assume the reason why locks have such a steep increase is their DCs are based on the simple DC chart instead of their level. I think it would be a reasonable change to make locks have a DC based on their level, and the quality then applies an appropriate modifier. An average level 3 lock is DC 18, but a superior one would be DC 23 (applying a very hard modifier). I wonder if simple DCs should be modifiers that you apply to the level DC. When you need an ad hoc DC, just have the players roll against their level plus the intended training. You could use something like: Untrained = −2, Trained = +0, Expert = +2, Master = +5, Legendary = +10 (effectively, on the modifier scale: easy, normal, hard, very hard, impossible). [/QUOTE]
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