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Skills and Ability Checks -- Perspective on Consistency vs DM Empowerment
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<blockquote data-quote="Ratskinner" data-source="post: 7858458" data-attributes="member: 6688937"><p>I'm not quite sure how to parse the above....So forgive me if I got your position wrong.</p><p></p><p>Yes, I think magic is important (for D&D as a brand, not me personally) to be pretty much "locked in". Not only because so much of the game mechanically hinges on HP/damage, etc., but because of the "branding" effect of things like "Magic Missile" etc. I completely agree that it makes it hard to deviate too much when world-building...which was actually why I first left D&D to explore other systems.</p><p></p><p>The second paragraph...I just...erm...Bounded Accuracy keeps the rolls in scope, but the nature and scope of the obstacles which constitute a given DC is generally undefined.</p><p></p><p></p><p></p><p>I'm not sure how you're getting this. There is precious little guidance on what determines DC on a Str(Athletics) check. The only jumping rules I'm aware of cover the cost in basic movement.</p><p></p><p>AFAICT, the GM at table is perfectly capable of changing what constitutes a DC 20 check based on level/tier, as well as (or as part of) their campaign feel. (Heck, toss in class there, if you want.) That may or may not be a fantastic idea overall, but it certainly is a dial that the GM can turn. The big difference, IMO, between D&D and Fate in this regard is simply that Fate has that dial in every direction, for every skill and action*. D&D, because of its more detailed, structured, and exceptional (wrt skill checks) combat rules, can only have that dial as a contrasting mechanism. Personally, that's a limitation of 5e, but overall, it seems to serve its market needs well.</p><p></p><p></p><p>*although, thanks to the influence of aspects and its other mechanics, it makes life easier on the DM.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7858458, member: 6688937"] I'm not quite sure how to parse the above....So forgive me if I got your position wrong. Yes, I think magic is important (for D&D as a brand, not me personally) to be pretty much "locked in". Not only because so much of the game mechanically hinges on HP/damage, etc., but because of the "branding" effect of things like "Magic Missile" etc. I completely agree that it makes it hard to deviate too much when world-building...which was actually why I first left D&D to explore other systems. The second paragraph...I just...erm...Bounded Accuracy keeps the rolls in scope, but the nature and scope of the obstacles which constitute a given DC is generally undefined. I'm not sure how you're getting this. There is precious little guidance on what determines DC on a Str(Athletics) check. The only jumping rules I'm aware of cover the cost in basic movement. AFAICT, the GM at table is perfectly capable of changing what constitutes a DC 20 check based on level/tier, as well as (or as part of) their campaign feel. (Heck, toss in class there, if you want.) That may or may not be a fantastic idea overall, but it certainly is a dial that the GM can turn. The big difference, IMO, between D&D and Fate in this regard is simply that Fate has that dial in every direction, for every skill and action*. D&D, because of its more detailed, structured, and exceptional (wrt skill checks) combat rules, can only have that dial as a contrasting mechanism. Personally, that's a limitation of 5e, but overall, it seems to serve its market needs well. *although, thanks to the influence of aspects and its other mechanics, it makes life easier on the DM. [/QUOTE]
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