Scott Christian
Hero
All those things you mentioned are what the DM considers when building the DC. Trying to intimidate the NPC without anyone noticing? Fine, the DC moves to the next step above. Trying to change your disguise in a hurry? Okay, the DC moves a step up. Attempting to pick a lock with no tools? Roll at disadvantage.I mean just consider the intimidate skill:
- How likely are you to succeed?
- How many people can you intimidate at the same time?
- How long does it take to intimidate a person?
- What is the concrete effect of intimidating a person?
- What is the attidude of an intimidated person once he gets over the effect of the intimidation?
- Can you intimidate a person without other people noticing?
Or think about the disguise kit tool proficiency:
- How likely is it for someone to see through the disguise
- How long does it take to change disguise?
- Do you even really need tools for this particular disguise?
Or lock picking tool proficiency:
- How likely are you to succeed?
- How long does an attempt take?
- What happens when you fail?
- Can you attempt it without having any tools at hand at all, even improvised tools?
I'm not just complaining that the book provides few answers to these questions. I'm saying that the system isn't even prepared to handle the fact that those parameters could actually change as you level up. There's no support in the system for it since the skills don't actually have any information about those things.
That's because the system is really one-dimensional. It focuses entirely on these tiny modifiers that don't really mean anything important.
The truth is, there are way too many scenarios to cover a skill because a skill covers such a broad category of circumstances. There will be a million points of contention once you codify something like a skill.
And for the record, spells aren't really as codified as people believe. I mean, people can't even agree on whether a fireball can catch things on fire. Therefore, it's left up to the DM to decide. They do the same thing when deciding a DC: think about the materials in the area, think about the environment (rain, dampness, moisture, etc.), and consider the proximity of anything flammable. And for a narrative game to move forward, these decisions are done quickly. And most of the time the table agrees.