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General Tabletop Discussion
*Dungeons & Dragons
Vision and Distance: Noticing the Concealed and the Unconcealed
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<blockquote data-quote="pming" data-source="post: 7094018" data-attributes="member: 45197"><p>Hiay!</p><p></p><p></p><p></p><p>If I was to do it (hypothetical here...I'd never do this), "large range increments" would become a flat modifier regardless of other factors...think of it as a "base line" from which I would then add/subtract based on all the other myriad of factors. So I may have 0 - 30 (0) / 60 (-1) / 90 (-2) / 120 (-3) / etc., but then I'd come up with a base line DC too, say "10". So at 80', DC 11. The problem with that is it begs the question....why DC 10 to start? Is that DC 10 for ALL conditions? So a bright sunny day...DC 10. A dark, stormy, blizzard...DC 10. Obviously not. Which leads all the way back to "The DM sets a DC that the players will never know anyway...so why burden yourself with trying to memorize your own house-rule-table-modifiers in the first place? </p><p></p><p>See the problem with just having 'one' modifier based on range? You'd need a million of them if you have 1. I mean, if you are saying "Oh, you get -2 because of range", but then you're setting the DC for one situation at 10, another at 13, another at 15 and another at 18...what's the point of the modifier? Why not just forgo that all together and save yourself the headache? "Because you are so far away, and it's raining heavily, and you have a cowled cloak on...DC 15 Perception"...it's the same thing as setting that as DC 13 perception, then looking up or figuring out the -2 for range to add to it.</p><p></p><p>Personally, I use my own method for figuring out a DC for anything. I start at DC 10 for everything. If something is "obviously simple" (as in only 1 'step' is needed to complete a task), I drop it down to DC 5. If something is "obviously complex" (as in at least 2 'steps' needed to complete, along with time and/or equipment), it goes up to DC 15. If there is a minor factor or two either for/against...I modify that base DC by 2. If there is a major factor, modifier of 2, with Adv/Disadv. If major and minor, 5...and maybe with Adv/Disadv. I think I've VERY rarely had a DC get to 20 or higher. Needless to say, most DC's in my games are between 8 and 12, rarely 5 or 15. Pretty much never higher than 17 or 18.</p><p></p><p>If something is so obtuse that it should be a non-issue...no roll. I just decide yes/no. </p><p></p><p>Player: "I drop down to the floor to hide!"</p><p>DM: "...er...you are in black leather armor, in an empty ballroom, in the middle of the dance floor...with magical lighting from the chandeliers. He sees you".</p><p>Player: "Dang! Curse you 4 Wisdom!"</p><p>All at Table: LOL!!</p><p></p><p>No roll for things that don't/shouldn't need a roll. Simple as that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7094018, member: 45197"] Hiay! If I was to do it (hypothetical here...I'd never do this), "large range increments" would become a flat modifier regardless of other factors...think of it as a "base line" from which I would then add/subtract based on all the other myriad of factors. So I may have 0 - 30 (0) / 60 (-1) / 90 (-2) / 120 (-3) / etc., but then I'd come up with a base line DC too, say "10". So at 80', DC 11. The problem with that is it begs the question....why DC 10 to start? Is that DC 10 for ALL conditions? So a bright sunny day...DC 10. A dark, stormy, blizzard...DC 10. Obviously not. Which leads all the way back to "The DM sets a DC that the players will never know anyway...so why burden yourself with trying to memorize your own house-rule-table-modifiers in the first place? See the problem with just having 'one' modifier based on range? You'd need a million of them if you have 1. I mean, if you are saying "Oh, you get -2 because of range", but then you're setting the DC for one situation at 10, another at 13, another at 15 and another at 18...what's the point of the modifier? Why not just forgo that all together and save yourself the headache? "Because you are so far away, and it's raining heavily, and you have a cowled cloak on...DC 15 Perception"...it's the same thing as setting that as DC 13 perception, then looking up or figuring out the -2 for range to add to it. Personally, I use my own method for figuring out a DC for anything. I start at DC 10 for everything. If something is "obviously simple" (as in only 1 'step' is needed to complete a task), I drop it down to DC 5. If something is "obviously complex" (as in at least 2 'steps' needed to complete, along with time and/or equipment), it goes up to DC 15. If there is a minor factor or two either for/against...I modify that base DC by 2. If there is a major factor, modifier of 2, with Adv/Disadv. If major and minor, 5...and maybe with Adv/Disadv. I think I've VERY rarely had a DC get to 20 or higher. Needless to say, most DC's in my games are between 8 and 12, rarely 5 or 15. Pretty much never higher than 17 or 18. If something is so obtuse that it should be a non-issue...no roll. I just decide yes/no. Player: "I drop down to the floor to hide!" DM: "...er...you are in black leather armor, in an empty ballroom, in the middle of the dance floor...with magical lighting from the chandeliers. He sees you". Player: "Dang! Curse you 4 Wisdom!" All at Table: LOL!! No roll for things that don't/shouldn't need a roll. Simple as that. :) ^_^ Paul L. Ming [/QUOTE]
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Vision and Distance: Noticing the Concealed and the Unconcealed
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