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Trap-disabler Wanted: Optimized halflings need only apply?
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<blockquote data-quote="webrunner" data-source="post: 4309131" data-attributes="member: 63727"><p>I think one major problem is that DCs just seem.. really high. what's supposed to be a 'moderate' challenge skill check is 20 for a level 1 character: They get a 50% chance of success only if they're trained, and either have a huge modifier or some bonus. They need +9 to their skill to be able to make rolling a 11-20 beat 20. A hard check is 25, which means </p><p>a) character needs at least +5 to even have a chance to succeed,</p><p>and</p><p>b) if they only have +5, they'll only succeed on a 20. </p><p>and</p><p>c) if they have +9, which is again, a lot, they'll succeed only a quarter of the time.</p><p></p><p>It's just completely pointless to even try something that's hard unless you feel extremely lucky, and if there's a chance of a problem for a failure.. then you're better off not doing it.</p><p></p><p>An easy challenge, is dc 15, which means that something that's supposed to be 'easy' will still only succeed 25% of the time if you're not trained or have a good bonus. Easy passive perception checks will be missed by most characters.</p><p></p><p>The pendulum trap is level 4, dc 22. That means it's considered 'really' a dc 17 - a moderate challenge.</p><p></p><p>A stock character at level 4 will make a dc 12 50% of the time. </p><p></p><p>I think the problem is that you're supposed to consider easy to be 'usually succeeds', moderate to be 'succeeds half the time', and hard to be 'usually fails'.. but the rules are that easy is 'succeeds half the time', moderate is 'usually fails', and hard is 'often impossible'</p><p></p><p>If you subtract 5 from the dc, getting a dc 17, that means your character, at +12, built for theivery, will succeed on his rolls on a 5 or higher. 75% of the time, for a moderate challenge to be solved by someone who is an expert at it. An easy DC, 13, will be nearly trivial. A hard DC, 21, means you succeed about half the time. I think that seems a lot more in line with what you would expect.</p></blockquote><p></p>
[QUOTE="webrunner, post: 4309131, member: 63727"] I think one major problem is that DCs just seem.. really high. what's supposed to be a 'moderate' challenge skill check is 20 for a level 1 character: They get a 50% chance of success only if they're trained, and either have a huge modifier or some bonus. They need +9 to their skill to be able to make rolling a 11-20 beat 20. A hard check is 25, which means a) character needs at least +5 to even have a chance to succeed, and b) if they only have +5, they'll only succeed on a 20. and c) if they have +9, which is again, a lot, they'll succeed only a quarter of the time. It's just completely pointless to even try something that's hard unless you feel extremely lucky, and if there's a chance of a problem for a failure.. then you're better off not doing it. An easy challenge, is dc 15, which means that something that's supposed to be 'easy' will still only succeed 25% of the time if you're not trained or have a good bonus. Easy passive perception checks will be missed by most characters. The pendulum trap is level 4, dc 22. That means it's considered 'really' a dc 17 - a moderate challenge. A stock character at level 4 will make a dc 12 50% of the time. I think the problem is that you're supposed to consider easy to be 'usually succeeds', moderate to be 'succeeds half the time', and hard to be 'usually fails'.. but the rules are that easy is 'succeeds half the time', moderate is 'usually fails', and hard is 'often impossible' If you subtract 5 from the dc, getting a dc 17, that means your character, at +12, built for theivery, will succeed on his rolls on a 5 or higher. 75% of the time, for a moderate challenge to be solved by someone who is an expert at it. An easy DC, 13, will be nearly trivial. A hard DC, 21, means you succeed about half the time. I think that seems a lot more in line with what you would expect. [/QUOTE]
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Trap-disabler Wanted: Optimized halflings need only apply?
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