Mistwell
Crusty Old Meatwad
A 1 in 5 to an almost 1 in 3 chance of failure isn't significant?
That's an interesting outlook. Can't say I share it.
Try it some time.
A 1 in 5 to an almost 1 in 3 chance of failure isn't significant?
That's an interesting outlook. Can't say I share it.
DM Guidelines said:When a player wants to take an action, it’s often appropriate to just let the action succeed. A character doesn’t normally need to make a Dexterity check to walk across an empty room, or a Charisma check to order a mug of ale in a tavern. Only call for a roll if you think it’s worth taking the time for the rules to come into the flow of the game. Ask yourself two questions to aid your decision. Is the action being taken so easy, so free of stress or conflict, or so appropriate to the situation that there should be no chance of failure? “So easy” should take into account the ability score associated with the intended action. It’s easy for someone with a Strength score of 18 to flip over a table, though not easy for someone with a Strength score of 9. Is the action being taken so inappropriate or impossible that it would never work? Hitting the moon with an arrow is, for instance, impossible in almost any circumstance. If the answer to both of these questions is no, some kind of roll is appropriate.
The DM Guidelines speak of setting a task DC based on the difficulty as compared to the abilities of the character. Flipping a large table over is a hard task for a weak wizard who hasn't done much physical activity, but it should be routine for the hulking barbarian who's used to brawling in taverns every other day. The DM is within his rights to set the DC at 15 for the wizard (who'd be hard pressed to succeed with his +0 modifier) and at 10 for the barbarian (who will likely flip the table over with his +5 modifier). Still, the DCs allow the wizard some chance at succeeding, and still gives a chance of failure to the barbarian.
The DM Guidelines actually do not state this. D&D has never had this philosophy. Let's say I have a tree that requires a DC15 skill check to climb. That tree in the world has a set DC, regardless of who you are. Every published adventure, furthermore, uses this method of set DCs. That is what skills are for; you get better at a skill to increase your chance of success. The DM is not supposed to assign different DCs to various characters for the same task. I'm not saying that such a system is bad or wrong, it's just not D&D.
I think Klaus and Repsesper are both correct in spirit, and this highlights the inconsistencies with the current skill rules. The DM guidelines clearly suggest that a roll on a given challenge could be appropriate for some characters and yet not for others. At the same time, the DM guidelines don't explicitly suggest putting different DCs on the same roll.
What this suggests is a concept where skill rolls are only used when there is doubt as to the outcome for particular characters. For example, a DM might decide that the meaning of magical glyph would be obvious to any arcane casters with an Int of 16 or higher and impossible for characters with an Int below 12 or with zero experience with magic (e.g. barbarians, low-level fighters, etc). For anyone else, they roll the dice. I don't have a problem with using a lot of DM judgment in skill checks (others might call it "DM fiat"). But it suggests a method of handling skills that is really different from how they are usually written - i.e. with fixed DCs that any PC can attempt.
I think the idea is that different groups are supposed to look at the rules and get different results. Groups that hate DM judgment calls just use the DCs at written. They get predictable results (i.e. the DCs mean what they say), but get abysmal "reality simulation" because the results are vastly more random than realistic. Folks who care more about probabilistic verisimilitude need to use a lot of DM judgment to push the results closer to plausible. D&DN basically takes the attitude that "reality simulation" isn't really a goal and is more of about subjective DM/group preference than it is something that a rules system can plausible get good enough with an acceptable level of complexity.
The other thing to keep in mind is that these skill rules are written to support adventures played by different groups of PCs. One of the 3.x complaints that D&DN is trying to address (as did 4e) is the issue that - in most parties - specialists automatically succeed and non-specialists had no chance of success. Personally, I think that is highly realistic. Most interesting tasks (a long jump, an appendectomy) are the types of things that specialists will almost always succeed at and non-specialists will almost always fail. Or, to be a little more accurate, there are very few tasks that both specialists and non-specialists have both a significant chance of success and failure. If the tasks is of a level of difficulty that it is uncertain for one, it will be guaranteed success or failure for the other. If a gap is small enough that I may or may not jump over it, a brilliant athlete is sure to succeed. If a surgery is hard enough that a professional surgeon might fail, I have no chance of success.
That's life, but it's not super interesting for a game. So, once you decide that "skill realism is a problem", you're going to get a system that produces very unrealistic results.
-KS
"I sneak past the guard, climb up the wall, and then listen at the window."
That's three skill rolls, and they are linked, as you obviously cannot attempt the next if you failed the previous.
Let's look at the probabilities, making all those three rolls equal for simplicity's sake:
* If you assign each skill roll a 50% chance of success, the entire plan has only a 0.5^3 chance of success, which is 12.5%...
* If you assign them 70% chance, the entire plan stands at 0.7^3, which is 34% - still a lousy shot.
* If you assign them 90% chance, the entire plan ends up at 72%, where you may start to consider doing it...
I think Klaus and Repsesper are both correct in spirit, and this highlights the inconsistencies with the current skill rules. The DM guidelines clearly suggest that a roll on a given challenge could be appropriate for some characters and yet not for others. At the same time, the DM guidelines don't explicitly suggest putting different DCs on the same roll.
What this suggests is a concept where skill rolls are only used when there is doubt as to the outcome for particular characters. For example, a DM might decide that the meaning of magical glyph would be obvious to any arcane casters with an Int of 16 or higher and impossible for characters with an Int below 12 or with zero experience with magic (e.g. barbarians, low-level fighters, etc). For anyone else, they roll the dice. I don't have a problem with using a lot of DM judgment in skill checks (others might call it "DM fiat"). But it suggests a method of handling skills that is really different from how they are usually written - i.e. with fixed DCs that any PC can attempt.
I think the idea is that different groups are supposed to look at the rules and get different results. Groups that hate DM judgment calls just use the DCs at written. They get predictable results (i.e. the DCs mean what they say), but get abysmal "reality simulation" because the results are vastly more random than realistic. Folks who care more about probabilistic verisimilitude need to use a lot of DM judgment to push the results closer to plausible. D&DN basically takes the attitude that "reality simulation" isn't really a goal and is more of about subjective DM/group preference than it is something that a rules system can plausible get good enough with an acceptable level of complexity.
The other thing to keep in mind is that these skill rules are written to support adventures played by different groups of PCs. One of the 3.x complaints that D&DN is trying to address (as did 4e) is the issue that - in most parties - specialists automatically succeed and non-specialists had no chance of success. Personally, I think that is highly realistic. Most interesting tasks (a long jump, an appendectomy) are the types of things that specialists will almost always succeed at and non-specialists will almost always fail. Or, to be a little more accurate, there are very few tasks that both specialists and non-specialists have both a significant chance of success and failure. If the tasks is of a level of difficulty that it is uncertain for one, it will be guaranteed success or failure for the other. If a gap is small enough that I may or may not jump over it, a brilliant athlete is sure to succeed. If a surgery is hard enough that a professional surgeon might fail, I have no chance of success.
That's life, but it's not super interesting for a game. So, once you decide that "skill realism is a problem", you're going to get a system that produces very unrealistic results.
-KS
You can see that this sort of system, along with a +3 or +4 ability score, makes you feel trained. You are clearly better than other untrained characters, though you can still be challenged and those untrained still have a slim chance.
Well, we already assume a success rate in attacks between 50%-75%, and skills are mostly in the same ballpark.
The DM Guidelines speak of setting a task DC based on the difficulty as compared to the abilities of the character. Flipping a large table over is a hard task for a weak wizard who hasn't done much physical activity, but it should be routine for the hulking barbarian who's used to brawling in taverns every other day. The DM is within his rights to set the DC at 15 for the wizard (who'd be hard pressed to succeed with his +0 modifier) and at 10 for the barbarian (who will likely flip the table over with his +5 modifier). Still, the DCs allow the wizard some chance at succeeding, and still gives a chance of failure to the barbarian.
I agree, it is very easy. But, whether you had +1 or +5 at level 1, it's still just as easy. I am not arguing that it should be less easy, just that training should actually feel like training. This year, I practiced rock climbing, guitar playing, singing, and Spanish. I am definitely way more than 10% better at these skills now, and someone who has never trained in these skills is way more than 25% less capable than me. Again, none of this is complicating the system. It's just changing what the numbers are by a few points in order to evoke something that doesn't jar the sense of immersion.
Customizable? There really isn't any customization. You either are proficient or you are not. Unless, you're referring to the customization of selecting the skills in which you're proficient, which would have nothing to do with my post (as I never argued against skill selection/amount of skills known).
Scaling bonus for skills is wrong. I much preferred the 4e +5, and heck make and expert +10.
So,
Skill training +5
Skill mastery +5 more...
+5 and a stat of +3 = +8
DCs range from 10 to 35
Clearly the DCs need repair. They need repair in the current system too.
If they were better accommodated for low end bonuses. Perhaps range from 5 to 25, things would be more manageable. These are questions that appear like they have not been asked... Or perhaps were only superficially looked at... This is the core of the game however...