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<blockquote data-quote="eamon" data-source="post: 5363081" data-attributes="member: 51942"><p>Wow, I <em>completely</em> disagree. Easy/Moderate/Hard DC's are fine for resolving <em>novel</em> cases that the rules <em>don't</em> describe. They're like the infamous +2 circumstance bonus - a quick, easy reminder to tweak the DC's to the circumstances and not just whatever "rule" the book happens to include. </p><p></p><p>Circumstance modifiers or the nearly equivalent easy/moderate/hard distinction are fine, but I don't need the rulebooks to repeat that guideline in a gazillion spots. The book-writers have the time and opportunity to work out more balanced and reasonable DC's - something I can't do on the fly.</p><p></p><p>D&D comes with a few built-in player/character rewards. Gold or items are one of these, story advancement is another, but XP and levelling are absolutely core as well. Using level-scaling DC's undermines that <em>core</em> D&D feature in an inexusable fashion - and it makes little sense to boot.</p><p></p><p>Actually, in general it makes absolutely<em> no</em> sense for the difficulty to scale with level. Something that's hard at low levels is easy at high levels; it just doesn't make sense to say "use the hard DC for the appropriate level". It's much better to give a scaling DC based not on the character level, but on the difficulty of the task - and then, of course, it's reasonable to suggest that the DM actually <em>select</em> tasks that fall in the easy-to-hard range normally and handwave others. By doing that, there's really a feeling of advancement - the chasm that was unscalable at low levels is merely moderately challenging later on. The troll bridge guardian who wouldn't let you pass without a bribe before is now easily intimidated.</p><p></p><p>There's nothing wrong with easy/moderate/hard DC's - but they have their place as a DM-aid, not in a rulebook that can afford to do better. Frankly, a completely <em>fixed</em> DC is better than a "defined-to-be-moderate" DC in every way - it's simpler, more reasonable, and supports one of D&D's built-in player rewards (leveling).</p><p></p><p>Every time I see an easy/moderate/hard DC in a rulebook, I see a fine DM-tool that's been abused to the point of undermining the game. Sure, a DM can fix it by being smart and descriptive and realizing that if the DC scales, the in-game task must have as well and alter his descriptions accordingly. But that just makes the game harder to DM <em>well</em> - references to "easy/moderate/hard" almost never explicitly point out that their fixed meta-game nature necessitates varying in-game descriptions to avoid undermining levelling and believability.</p></blockquote><p></p>
[QUOTE="eamon, post: 5363081, member: 51942"] Wow, I [I]completely[/I] disagree. Easy/Moderate/Hard DC's are fine for resolving [I]novel[/I] cases that the rules [I]don't[/I] describe. They're like the infamous +2 circumstance bonus - a quick, easy reminder to tweak the DC's to the circumstances and not just whatever "rule" the book happens to include. Circumstance modifiers or the nearly equivalent easy/moderate/hard distinction are fine, but I don't need the rulebooks to repeat that guideline in a gazillion spots. The book-writers have the time and opportunity to work out more balanced and reasonable DC's - something I can't do on the fly. D&D comes with a few built-in player/character rewards. Gold or items are one of these, story advancement is another, but XP and levelling are absolutely core as well. Using level-scaling DC's undermines that [I]core[/I] D&D feature in an inexusable fashion - and it makes little sense to boot. Actually, in general it makes absolutely[I] no[/I] sense for the difficulty to scale with level. Something that's hard at low levels is easy at high levels; it just doesn't make sense to say "use the hard DC for the appropriate level". It's much better to give a scaling DC based not on the character level, but on the difficulty of the task - and then, of course, it's reasonable to suggest that the DM actually [I]select[/I] tasks that fall in the easy-to-hard range normally and handwave others. By doing that, there's really a feeling of advancement - the chasm that was unscalable at low levels is merely moderately challenging later on. The troll bridge guardian who wouldn't let you pass without a bribe before is now easily intimidated. There's nothing wrong with easy/moderate/hard DC's - but they have their place as a DM-aid, not in a rulebook that can afford to do better. Frankly, a completely [I]fixed[/I] DC is better than a "defined-to-be-moderate" DC in every way - it's simpler, more reasonable, and supports one of D&D's built-in player rewards (leveling). Every time I see an easy/moderate/hard DC in a rulebook, I see a fine DM-tool that's been abused to the point of undermining the game. Sure, a DM can fix it by being smart and descriptive and realizing that if the DC scales, the in-game task must have as well and alter his descriptions accordingly. But that just makes the game harder to DM [I]well[/I] - references to "easy/moderate/hard" almost never explicitly point out that their fixed meta-game nature necessitates varying in-game descriptions to avoid undermining levelling and believability. [/QUOTE]
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