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What are the practical limits of d20+mod vs DC?
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<blockquote data-quote="Rogue Agent" data-source="post: 5734998" data-attributes="member: 6673496"><p>That's a feature, not a bug: The system creates a 19 point range of DCs for which success is doubtful-but-possible. If the DC is below that range, success is automatic. If the DC is above that range, success is impossible.</p><p></p><p>If your total modifier is +0, that range goes from DC 2 to DC 20. If your total modifier is +10, that range is DC 12 to DC 30. If your modifier is +50, that range is 52 to 70.</p><p></p><p>If you feel that it's a "glitch" that 1st level characters don't generally find DC -5 checks to be interesting (because they'll auto-succeed on them), then you have a point. If you don't think auto-succeeding on DC -5 checks is a problem, then you need to apply the same logic to the mechanic as a whole.</p><p></p><p>With that being said, the system becomes problematic when the "interesting range" for one character no longer overlaps with the interesting range for another character. However, this is only really problematic in the narrow range of cases where all PCs are expected to be able to hit the same DC. IME, this is generally limited to combat, saving throws, and stealth.</p><p></p><p>Once Character A has a modifier 10-15 points higher than Character B, it becomes difficult to set a DC which is interesting to both characters (it will either be too easy or too hard). The actual total modifier is irrelevant (and I, personally, prefer characters who actually advance in their abilities).</p><p></p><p>So if you want to make sure the "interesting range" for PCs overlap each other (so that there's a range of DCs you can meaningfully assign), then you need to:</p><p></p><p>(1) Figure out (and cap) the total bonus characters can get from outside sources (spells, equipment, etc.). You can exclude any bonuses which you're assuming all characters will get (for example, the fact that pretty much everybody gets a +X weapon).</p><p></p><p>(2) Subtract that number from 15. This determines the point at which you need to cap any divergence between "skilled" and "unskilled" characters. (If you've just generated a negative number, you've got a problem.)</p><p></p><p>3E allows #1 to get out of control.</p><p></p><p>Take attack bonus, for example. Give somebody a +5 sword. 15 - 5 = 10. At 20th level, the difference between "good BAB" and "low BAB" is 10. Which means you're right at the limit. But, of course, there are lots of other bonuses to your attack rolls. (You could probably expect to see another +10 from stat bonuses at those levels, for example, completely shattering the system.)</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5734998, member: 6673496"] That's a feature, not a bug: The system creates a 19 point range of DCs for which success is doubtful-but-possible. If the DC is below that range, success is automatic. If the DC is above that range, success is impossible. If your total modifier is +0, that range goes from DC 2 to DC 20. If your total modifier is +10, that range is DC 12 to DC 30. If your modifier is +50, that range is 52 to 70. If you feel that it's a "glitch" that 1st level characters don't generally find DC -5 checks to be interesting (because they'll auto-succeed on them), then you have a point. If you don't think auto-succeeding on DC -5 checks is a problem, then you need to apply the same logic to the mechanic as a whole. With that being said, the system becomes problematic when the "interesting range" for one character no longer overlaps with the interesting range for another character. However, this is only really problematic in the narrow range of cases where all PCs are expected to be able to hit the same DC. IME, this is generally limited to combat, saving throws, and stealth. Once Character A has a modifier 10-15 points higher than Character B, it becomes difficult to set a DC which is interesting to both characters (it will either be too easy or too hard). The actual total modifier is irrelevant (and I, personally, prefer characters who actually advance in their abilities). So if you want to make sure the "interesting range" for PCs overlap each other (so that there's a range of DCs you can meaningfully assign), then you need to: (1) Figure out (and cap) the total bonus characters can get from outside sources (spells, equipment, etc.). You can exclude any bonuses which you're assuming all characters will get (for example, the fact that pretty much everybody gets a +X weapon). (2) Subtract that number from 15. This determines the point at which you need to cap any divergence between "skilled" and "unskilled" characters. (If you've just generated a negative number, you've got a problem.) 3E allows #1 to get out of control. Take attack bonus, for example. Give somebody a +5 sword. 15 - 5 = 10. At 20th level, the difference between "good BAB" and "low BAB" is 10. Which means you're right at the limit. But, of course, there are lots of other bonuses to your attack rolls. (You could probably expect to see another +10 from stat bonuses at those levels, for example, completely shattering the system.) [/QUOTE]
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