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<blockquote data-quote="Minigiant" data-source="post: 5898208" data-attributes="member: 63508"><p>Well lets put some applications to these faceless values.</p><p></p><p>Using a rope.</p><p></p><p>DC 0: Holding a top in your hand with no force on the other side. Impossible to fail unless you are clumsy or stressed.</p><p></p><p>DC 10: Tying a firm knot. Impossible for a normal person to fail if not stressed. But with a straddle the normal person has a 50% chance of failure. The rope expert. (10) and rope master (+20) wont fail under stress though</p><p></p><p>DC 15: Tying a common but special knot. The normal guy will screw up a bit and only suceed ¼ of the time. He'll fail a few times but he'll eventually get it (via rerolls or Take 20)</p><p></p><p>DC 20: Binding a professional thief. A normal person will most likely fail. The thief will get away unless the binder rolls a 20. Even if the thief is unconscious or doesn't struggle during the binding. The expert (+10) can always bind a helpless pro thief. If the thief moves during binding (but doesn't try to escape, just tries to screw up the knot) , the expert still has a 50% chance to succeed at the knot.</p><p></p><p></p><p>DC 24: Throw and secure a trapping hook 75ft. A normal person can't do it period. An expert must roll high. A master just needs a decent roll or no stress.</p><p></p><p>Now, one designer, I forget which one, has said they are doing Ability Score Thresholds where a high enough ability can remove the need to roll.</p><p></p><p>Perhaps a master doesn't get a huge bonus. Instead the master is allowed a low threshold for autosuccess. Tying a special know could be now a DC 20 or an autosuccess for any trained person with Dexterity of 15 or higher.</p><p></p><p>The normals need a lot of time and retries (take 20) or get lucky (roll a 20). A trained character just needs to have Dex 15.</p><p></p><p></p><p>The only issues is for for characters who SHOULD be experts but have the action based of a secondary ability. Rangers using 13-14 Wisdom for survival skills ands perception. Rogues bluffing and charming their way out of jams with moderate Charisma. Clerics reciting divine history with medium Intelligence. Etc.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5898208, member: 63508"] Well lets put some applications to these faceless values. Using a rope. DC 0: Holding a top in your hand with no force on the other side. Impossible to fail unless you are clumsy or stressed. DC 10: Tying a firm knot. Impossible for a normal person to fail if not stressed. But with a straddle the normal person has a 50% chance of failure. The rope expert. (10) and rope master (+20) wont fail under stress though DC 15: Tying a common but special knot. The normal guy will screw up a bit and only suceed ¼ of the time. He'll fail a few times but he'll eventually get it (via rerolls or Take 20) DC 20: Binding a professional thief. A normal person will most likely fail. The thief will get away unless the binder rolls a 20. Even if the thief is unconscious or doesn't struggle during the binding. The expert (+10) can always bind a helpless pro thief. If the thief moves during binding (but doesn't try to escape, just tries to screw up the knot) , the expert still has a 50% chance to succeed at the knot. DC 24: Throw and secure a trapping hook 75ft. A normal person can't do it period. An expert must roll high. A master just needs a decent roll or no stress. Now, one designer, I forget which one, has said they are doing Ability Score Thresholds where a high enough ability can remove the need to roll. Perhaps a master doesn't get a huge bonus. Instead the master is allowed a low threshold for autosuccess. Tying a special know could be now a DC 20 or an autosuccess for any trained person with Dexterity of 15 or higher. The normals need a lot of time and retries (take 20) or get lucky (roll a 20). A trained character just needs to have Dex 15. The only issues is for for characters who SHOULD be experts but have the action based of a secondary ability. Rangers using 13-14 Wisdom for survival skills ands perception. Rogues bluffing and charming their way out of jams with moderate Charisma. Clerics reciting divine history with medium Intelligence. Etc. [/QUOTE]
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