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General Tabletop Discussion
*Pathfinder & Starfinder
The Core Mechanic and DCs
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<blockquote data-quote="Herremann the Wise" data-source="post: 5897995" data-attributes="member: 11300"><p>Hello Everyone,</p><p></p><p>Let's assume that the core mechanic is kept: modifier + d20 >= DC (Difficulty Class) means success otherwise failure. What is the range of modifiers/DCs that you want/expect out of the game and how should they be constructed?</p><p></p><p>Let's assume a novice seeks to perform a task that he or she is average at, has average ability contributing to and is using average equipment to accomplish. Let's give them a base of: <strong><u>+0</u></strong>.</p><p>Now, let's go to the other end of the spectrum and look at the master. I think almost by definition, <strong><em>a master can do without chance of failure what the average novice finds impossible</em></strong>. This indicates that a master should have a modifier of <strong><u>+20</u></strong>.</p><p></p><p><strong>DC Range</strong></p><p>This gives us a standardized range of:</p><p>• DC 0: What a novice can routinely do.</p><p>• DC 8: What a novice is likely to accomplish (I think this is the golden measure in terms of success expectations: 65%).</p><p>• DC 20: The limit of the novice.</p><p>• DC 21: Impossible for the novice, routine for the master.</p><p>• DC 28: What a master is likely but not guaranteed to accomplish.</p><p>• DC 40: The limit of the master.</p><p>• DC 41+: Beyond the capacity of the master and perhaps entering the capacity of the immortal (routine for a god?)</p><p></p><p>In terms of gameplay and the relative increase of the modifier, I think the ideal is to be quick to achieve +7 (the modifier perhaps of a highly proficient 1st level character), moving to +12 at a standard pace, to +15 slowly and then a snail's pace to get to +20. </p><p></p><p>Importantly, I think these modifiers should be standardized regardless of the action being performed; be it hitting with a sword, avoiding a spell, picking a lock, haggling in a bazaar or attempting stealthy movement past a sleeping guard. For myself in terms of the system, I hope that they go back to an absolute DC system where the DCs are firmly grounded in the campaign world; rather than a relative DC system which are grounded more in a set of probabilities.</p><p></p><p>The above I think lends itself to fewer levels (I think 10 for regular play would be ideal) but having each of those levels being much fatter. A focus on horizontal expansion over vertical growth.</p><p></p><p>What are your thoughts?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5897995, member: 11300"] Hello Everyone, Let's assume that the core mechanic is kept: modifier + d20 >= DC (Difficulty Class) means success otherwise failure. What is the range of modifiers/DCs that you want/expect out of the game and how should they be constructed? Let's assume a novice seeks to perform a task that he or she is average at, has average ability contributing to and is using average equipment to accomplish. Let's give them a base of: [B][U]+0[/U][/B]. Now, let's go to the other end of the spectrum and look at the master. I think almost by definition, [B][I]a master can do without chance of failure what the average novice finds impossible[/I][/B]. This indicates that a master should have a modifier of [B][U]+20[/U][/B]. [B]DC Range[/B] This gives us a standardized range of: • DC 0: What a novice can routinely do. • DC 8: What a novice is likely to accomplish (I think this is the golden measure in terms of success expectations: 65%). • DC 20: The limit of the novice. • DC 21: Impossible for the novice, routine for the master. • DC 28: What a master is likely but not guaranteed to accomplish. • DC 40: The limit of the master. • DC 41+: Beyond the capacity of the master and perhaps entering the capacity of the immortal (routine for a god?) In terms of gameplay and the relative increase of the modifier, I think the ideal is to be quick to achieve +7 (the modifier perhaps of a highly proficient 1st level character), moving to +12 at a standard pace, to +15 slowly and then a snail's pace to get to +20. Importantly, I think these modifiers should be standardized regardless of the action being performed; be it hitting with a sword, avoiding a spell, picking a lock, haggling in a bazaar or attempting stealthy movement past a sleeping guard. For myself in terms of the system, I hope that they go back to an absolute DC system where the DCs are firmly grounded in the campaign world; rather than a relative DC system which are grounded more in a set of probabilities. The above I think lends itself to fewer levels (I think 10 for regular play would be ideal) but having each of those levels being much fatter. A focus on horizontal expansion over vertical growth. What are your thoughts? Best Regards Herremann the Wise [/QUOTE]
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