Warmaster Horus
Explorer
Not a system I'd want to play in as a player.
I don't make an overt effort to track my players bonuses. I don't track what they are or are not proficient in. I don't track when they do or do not get advantage on a roll. Since I don't know every player's proficiency, I've started setting "raw rolls" as the minimum barrier for success.
I don't think it's necessarily a bad thing to double the effect of having skills in certain situations. Personally, though, I wouldn't do it by messing with the DC; I'd just come out and double the bonus.I don't think that you should be taking your PCs skill scores into consideration when setting DCs in the first place. Changing the DC based on the character's skills either negates or doubles the effect of having skills.
If PC A has a skill bonus of +5 and attempts to perform the same task as unskilled PC B:
You set the DC easier for the person who is trained --> PC A has effectively doubled their bonus.
You set the DC harder for the person who is trained --> Their training is nullified and their character building decisions haven't meant a thing.
What isn't clear is what you do if they don't roll at least that number. Do you call it a failure? That's a pretty steep departure from the rules. Or, do you have them add up their bonuses and compare the result to a target number, as usual? That's the way I would do it. If the number on the die is at least X, keep the game moving. If it's not, take a sec to add & check.
Maybe, but by the time players hit level 10, they've got +/-8 to their rolls in their good stats and some classes will have more (18 Dex rogue +2x proficiency in steath at level 10 will give you a +12) with the standard DCs in the book, the players have something like <25% chance of failure. And I don't find that to create enough of a challenge.I don't think that you should be taking your PCs skill scores into consideration when setting DCs in the first place. Changing the DC based on the character's skills either negates or doubles the effect of having skills.
Why do you suppose the DM needs know the characters' proficiencies? Or am I reading you wrong here?
To ensure that challenges remain challenging. To have an idea of where I can challenge the players and where I can't. Sometimes when I have a highly dexterous player, I don't even have them roll. I know how challenging the jump is, so unless they want to do it in some screwball way, there's no chance of failure. I don't like not being able to fail. If I'm going to present a challenge, I want the risk of failure to be real. If the challenge isn't going to challenge my players, I'm not going to bother with the challenge.
I just don't like the idea that the skill of my character (stealth expert rogue) or skill as a player (create distraction, use cover) doesn't come into play until I succeed at something. As opposed to making success easier.
I'm quite sure that I don't have a complete grasp on how you're setting DCs or when you're calling for checks, so I'm not going to tell you to stop, or that your methods are wrong, or anything to that effect.
As long as I felt that my character building decisions and in-game actions had an effect on my chances at success then I would have no problem. I might think it's weird to roll raw d20s, but I wouldn't leave your table.![]()
I don't make an overt effort to track my players bonuses. I don't track what they are or are not proficient in. I don't track when they do or do not get advantage on a roll. Since I don't know every player's proficiency, I've started setting "raw rolls" as the minimum barrier for success. I may not know each of their specific bonuses, but I know that there are only 20 numbers on a die. So instead of saying "you need to break a 25!" I tell them "you need to roll at least a 17 raw to succeed". Then depending on how high their bonus is over that number will determine their level of success and how that success plays out.
I've found it works insomuch as to "grade" a challenge based on probability for success and then use whatever they get beyond the bare minimum affects how well they've succeeded. Easy challenges are a 10. Hard challenges are a 15. Very hard challenges are 19-20. Impossible challenges are a nat 20 only. I also find it saves a lot of "math time" of "did I make it?!" You know, right off the bat, if you made it or not, no time spend fuddling with +X and +y until the cows come home. It also keeps me from having to remember who's most likely to do well in any given challenge. They tell me what they're doing, I tell them what roll that will use and how hard it will be and then they roll and tell me their bonus if they win.
Any thoughts?