Quickleaf
Legend
With the Perception & Endurance question of whether they're treated as active or passive checks, I guess that depends on context. "I search for traps". "Make a Perception save." What's the difference between that and making a Perception check?
And is it always the same or does it vary with a skill rank system? What I mean is, are DCs subjective to the character's skill level rather than the world? For the above example...the rogue doesn't need to check and auto-succeeds. For untrained characters, is the check always going to be DC 15? Or are there DC 12 Novice checks and DC 18 Novice checks? So, in effect, every task has both skill rank and numbered DC?
For example, what sorts of tasks would I put in these skill rank categories? And where would I draw the line between skill and advantage/disadvantage?
Stealth (Novice): Standing still in an area of heavy shadow or heavy cover/concealment.
Stealth (Trained): Moving slowly thru an area of heavy shadow or heavy cover/concealment.
Stealth (Master): Moving slowly thru an area of dim light or partial cover/concealment.
I've assumed that trained Stealth involves some movement as a baseline. I've also assumed that what differentiates masters is their ability to hide in dim light / partial cover or concealment. So a PC trained in Stralth could gain advantage by hiding in (a) pitch blackness or by (b) standing still; conversely, they'd be disadvantaged if they (a) tried to move their normal speed or (b) tried to hide in dim light or partial cover/concealment.
Narrower skills are better for a ranked system like this because it's easier to narrate "exclusivity" with them?I also think a system like works better with narrower skills, "Climb" instead of "Athletics", etc.
So let's say you determine the difficulty of a Stealth task is Novice. It's an auto-success for the Rogue trained in stealth, but everyone else not trained makes a check. What target number is used for that Stealth check?If it's an easy sneak (say, nobody's on watch, but they might still hear you), you don't need to roll, you just sneak. If it's difficult (or risky, there's a guard!), I'll call for a check except not from the Rogue, with his Move Silently ability. If it's further complicated, I'd call for a check with Disadvantage (with the Rogue having to do a check as well, but without Disadvantage).
And is it always the same or does it vary with a skill rank system? What I mean is, are DCs subjective to the character's skill level rather than the world? For the above example...the rogue doesn't need to check and auto-succeeds. For untrained characters, is the check always going to be DC 15? Or are there DC 12 Novice checks and DC 18 Novice checks? So, in effect, every task has both skill rank and numbered DC?
I tend to agree with this, but even then the breakdown is a bit murky for certain skills like Stealth or Streetwise (or whatever their equivalents are).But this is also why I say there's too many Ranks. What's the difference between the Master and Grandmaster, exactly (etc.)? If you only have three Ranks as I previously suggested--Novice, Trained, and Master--it becomes a lot more straightforward:
- If it's plausible that someone who had no formal training could do it, it's Novice.
- If it's something a bit trickier that you would only expect those trained to be able to do it, it's Trained.
- If it's something quite extraordinary, that you would only expect the best of the best to be able to do, it's Master.
For example, what sorts of tasks would I put in these skill rank categories? And where would I draw the line between skill and advantage/disadvantage?
Stealth (Novice): Standing still in an area of heavy shadow or heavy cover/concealment.
Stealth (Trained): Moving slowly thru an area of heavy shadow or heavy cover/concealment.
Stealth (Master): Moving slowly thru an area of dim light or partial cover/concealment.
I've assumed that trained Stealth involves some movement as a baseline. I've also assumed that what differentiates masters is their ability to hide in dim light / partial cover or concealment. So a PC trained in Stralth could gain advantage by hiding in (a) pitch blackness or by (b) standing still; conversely, they'd be disadvantaged if they (a) tried to move their normal speed or (b) tried to hide in dim light or partial cover/concealment.