Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What are the practical limits of d20+mod vs DC?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Herremann the Wise" data-source="post: 5727211" data-attributes="member: 11300"><p>As you know I've been bubbling away for some time tinkering and slowly developing my own system (I have a really neat twist on the DC mechanic but that is for a different thread and time).</p><p></p><p>I kind of figure it is like this:</p><p></p><p>Take a particular skill, it does not matter which one because you want the following to be universal for all skills, whether it is Knowledge, Perception, Athletics or Attacking with a sword or Casting a spell.</p><p></p><p><strong><em>Novice</em></strong></p><p>The novice who has no particular capacity, ability (or disability) for the skill has a modifier of +0. This makes sense in that the 0 neatly represents a non-negative, non-positive number/modifier. As such, the limits of their capacity is a DC 20. As such, if any task is within the realms of capacity of the completely unskilled, the DC should be 20 or lower. In addition, a DC of 1 or lower is defined as being routine for even a novice.</p><p></p><p><strong><em>Master</em></strong></p><p>Now lets go to the other end of the spectrum, to the master. The master can accomplish what is beyond the novice as a matter of routine. Numerically, this indicates a modifier of +20 or greater. Lets assume though that a +20 by definition is of a level of mastery (even if you can have grand masters or legendary use of the skill in question that may go beyond this +20 modifier). As such, a DC of 40 is at the limits of a master. Anything beyond that is of a difficulty that even a master would consider unachievable by reasonable means.</p><p></p><p><strong><em>Proficiency</em></strong></p><p>Now the interesting question becomes where you then set someone who is not only familiar with a skill, but proficient. Is someone proficient, barely above the novice (modifier +2)? Is someone proficient highly differentiated from the novice (modifier +10)? Where you set proficiency sets the "curve" of your modifiers. Now my own opinion (and my experience from playing international level pool) is that someone who is proficient, and someone who is a master can accomplish somewhat similar things. The difference between them is the consistency with which the master can produce these high results. As such my inclination would be to try and raise someone proficient to as high a level as possible (to about +8 to +10).</p><p></p><p>The beauty of this is that it also representative of the fact that a novice's inability can be advanced to proficiency quite quickly (proficiency can be achieved at 1st level) but that mastery takes far longer (thus giving the "curve" I'm talking about).</p><p></p><p>Note that such a way of looking at things is absolute rather than relative. I prefer a more universal absolute DC system that mirrors a set of reasonable expectations to one relative and less directly informative.</p><p></p><p><strong><em>Modifiers</em></strong></p><p>The interesting question I have now is looking at two polar uses of the DC skill system. What do you do with a skill that is almost purely about physical or mental capacity (almost completely reliant on the ability modifier) and one that is almost all about training where the ability modifier has a little effect (such as the most esoteric knowledge)? What things go into the modifier of such skills? What things go onto a modifier?</p><p></p><p>I think the best way of dealing with this, and staying within the system is to break every modifier down into 5 things. I'll use the athletic pursuit of swimming as an example:</p><p></p><p>- <strong>Ability</strong>: The ability modifier will always have an effect. Strength would be the main attribute here.</p><p>- <strong>General Experience and Capacity</strong>: This refers to how good the character is athletically in a general sense. Gross motor skills are the order of the day here.</p><p>- <strong>Specific Experience or Capacity</strong>: This refers to whether the character has any particular capacity in swimming versus other athletic pursuits such as climbing or running or jumping.</p><p>- <strong>Equipment</strong>: This refers to objects or things that may assist such as flippers or buoyancy apparel but also to things that may hinder such as armor or bulkier apparel. [For a melee skill, a masterwork sword might provide a +3 bonus where as a dull used sword may provide a -1 penalty or worse.]</p><p>All of the above do not stack within themselves (you may remember this CJ from the other thread). A +3 general bonus from one general source and a +2 general bonus from a different source do not stack. [<em>Edit: Sorry, Equipment modifiers should stack as well as the special bonuses below</em>]</p><p> </p><p>- <strong>Special</strong>: This is your circumstance bonus, magical bonus, or holy bonus or what have you. All of these "special" bonuses do stack. The trick is that Special bonuses are usually derived from transitory rather than permanent effects. This is the best way to have variety, while keeping things balanced and having the capacity to strictly enforce modifier caps on each of these five modifier sources.</p><p></p><p>Hopefully there are some ideas in there that can get you thinking.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5727211, member: 11300"] As you know I've been bubbling away for some time tinkering and slowly developing my own system (I have a really neat twist on the DC mechanic but that is for a different thread and time). I kind of figure it is like this: Take a particular skill, it does not matter which one because you want the following to be universal for all skills, whether it is Knowledge, Perception, Athletics or Attacking with a sword or Casting a spell. [B][I]Novice[/I][/B] The novice who has no particular capacity, ability (or disability) for the skill has a modifier of +0. This makes sense in that the 0 neatly represents a non-negative, non-positive number/modifier. As such, the limits of their capacity is a DC 20. As such, if any task is within the realms of capacity of the completely unskilled, the DC should be 20 or lower. In addition, a DC of 1 or lower is defined as being routine for even a novice. [B][I]Master[/I][/B] Now lets go to the other end of the spectrum, to the master. The master can accomplish what is beyond the novice as a matter of routine. Numerically, this indicates a modifier of +20 or greater. Lets assume though that a +20 by definition is of a level of mastery (even if you can have grand masters or legendary use of the skill in question that may go beyond this +20 modifier). As such, a DC of 40 is at the limits of a master. Anything beyond that is of a difficulty that even a master would consider unachievable by reasonable means. [B][I]Proficiency[/I][/B] Now the interesting question becomes where you then set someone who is not only familiar with a skill, but proficient. Is someone proficient, barely above the novice (modifier +2)? Is someone proficient highly differentiated from the novice (modifier +10)? Where you set proficiency sets the "curve" of your modifiers. Now my own opinion (and my experience from playing international level pool) is that someone who is proficient, and someone who is a master can accomplish somewhat similar things. The difference between them is the consistency with which the master can produce these high results. As such my inclination would be to try and raise someone proficient to as high a level as possible (to about +8 to +10). The beauty of this is that it also representative of the fact that a novice's inability can be advanced to proficiency quite quickly (proficiency can be achieved at 1st level) but that mastery takes far longer (thus giving the "curve" I'm talking about). Note that such a way of looking at things is absolute rather than relative. I prefer a more universal absolute DC system that mirrors a set of reasonable expectations to one relative and less directly informative. [B][I]Modifiers[/I][/B] The interesting question I have now is looking at two polar uses of the DC skill system. What do you do with a skill that is almost purely about physical or mental capacity (almost completely reliant on the ability modifier) and one that is almost all about training where the ability modifier has a little effect (such as the most esoteric knowledge)? What things go into the modifier of such skills? What things go onto a modifier? I think the best way of dealing with this, and staying within the system is to break every modifier down into 5 things. I'll use the athletic pursuit of swimming as an example: - [B]Ability[/B]: The ability modifier will always have an effect. Strength would be the main attribute here. - [B]General Experience and Capacity[/B]: This refers to how good the character is athletically in a general sense. Gross motor skills are the order of the day here. - [B]Specific Experience or Capacity[/B]: This refers to whether the character has any particular capacity in swimming versus other athletic pursuits such as climbing or running or jumping. - [B]Equipment[/B]: This refers to objects or things that may assist such as flippers or buoyancy apparel but also to things that may hinder such as armor or bulkier apparel. [For a melee skill, a masterwork sword might provide a +3 bonus where as a dull used sword may provide a -1 penalty or worse.] All of the above do not stack within themselves (you may remember this CJ from the other thread). A +3 general bonus from one general source and a +2 general bonus from a different source do not stack. [[I]Edit: Sorry, Equipment modifiers should stack as well as the special bonuses below[/I]] - [B]Special[/B]: This is your circumstance bonus, magical bonus, or holy bonus or what have you. All of these "special" bonuses do stack. The trick is that Special bonuses are usually derived from transitory rather than permanent effects. This is the best way to have variety, while keeping things balanced and having the capacity to strictly enforce modifier caps on each of these five modifier sources. Hopefully there are some ideas in there that can get you thinking. Best Regards Herremann the Wise [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What are the practical limits of d20+mod vs DC?
Top