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General Tabletop Discussion
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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="DEFCON 1" data-source="post: 7642889" data-attributes="member: 7006"><p>In my games where I use 2d10 for ability checks my DCs are as follows:</p><p></p><p>Trivial: DC 8</p><p>Easy: DC 11</p><p>Moderate: DC 14</p><p>Difficult: DC 17</p><p>Hard: DC 21</p><p>Onerous: DC 24</p><p>Nearly Impossible: DC 27</p><p>Superhuman: DC 30</p><p></p><p>Personally, I LOVE the 3 point separation between the DCs, and I find it so much easier to come up with useful DCs on the fly. I'm usually just dropping 14s and 17s, with the rarest of occasion a 21 if they are trying something really outlandish. And because the modifiers have more of an overall impact, it is easier for the players and I to know when the trained people should probably be making checks and when the untrained probably shouldn't.</p><p></p><p>Yes, if someone wants to go through all the white-room "real math" behind all of this, they'll come up with all kinds of reasons why 2d10 isn't "better" than d20, but I don't care about the invisible "real math". All I care about is the APPARENT numbers at the table for the players. How they look and feel. Even if it's only an illusion by a handful of percentage points, if one way <em>feels</em> better than the other, then that's what I'm going with. And for us, 2d10 give us the appearance of modifiers having more of an impact on success than the random number generator. And that's why we like it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7642889, member: 7006"] In my games where I use 2d10 for ability checks my DCs are as follows: Trivial: DC 8 Easy: DC 11 Moderate: DC 14 Difficult: DC 17 Hard: DC 21 Onerous: DC 24 Nearly Impossible: DC 27 Superhuman: DC 30 Personally, I LOVE the 3 point separation between the DCs, and I find it so much easier to come up with useful DCs on the fly. I'm usually just dropping 14s and 17s, with the rarest of occasion a 21 if they are trying something really outlandish. And because the modifiers have more of an overall impact, it is easier for the players and I to know when the trained people should probably be making checks and when the untrained probably shouldn't. Yes, if someone wants to go through all the white-room "real math" behind all of this, they'll come up with all kinds of reasons why 2d10 isn't "better" than d20, but I don't care about the invisible "real math". All I care about is the APPARENT numbers at the table for the players. How they look and feel. Even if it's only an illusion by a handful of percentage points, if one way [I]feels[/I] better than the other, then that's what I'm going with. And for us, 2d10 give us the appearance of modifiers having more of an impact on success than the random number generator. And that's why we like it. [/QUOTE]
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