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What if Expertise were a simple +2?
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<blockquote data-quote="5ekyu" data-source="post: 7508048" data-attributes="member: 6919838"><p>Unless on is playing in limited content - maybe AL modules under no-changes rules - dcs are set by the gm based on his campaign standards and phb/dmg guidelines.</p><p></p><p>The DMG says explicitly if all you ever use are easy-medium-hard for GM assigned DC its fine. </p><p></p><p>In my games i use the EMH derived from the same DMG guidelines plus or minus 5 for things that show advantage or disadvantage applies (-5 if the traits show rundown or unattended zecurity and support, +5 if it shows excessive or heavy investment) and those DC standards apply at 1st just as much as at 11th and 17th.</p><p></p><p>But then, i have zero problem with a tavern door lock being "not an obstacle" for a 11th level thier any,more than i have a problem with a slow developing disease being not,much worry after the cures for those get slots.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7508048, member: 6919838"] Unless on is playing in limited content - maybe AL modules under no-changes rules - dcs are set by the gm based on his campaign standards and phb/dmg guidelines. The DMG says explicitly if all you ever use are easy-medium-hard for GM assigned DC its fine. In my games i use the EMH derived from the same DMG guidelines plus or minus 5 for things that show advantage or disadvantage applies (-5 if the traits show rundown or unattended zecurity and support, +5 if it shows excessive or heavy investment) and those DC standards apply at 1st just as much as at 11th and 17th. But then, i have zero problem with a tavern door lock being "not an obstacle" for a 11th level thier any,more than i have a problem with a slow developing disease being not,much worry after the cures for those get slots. [/QUOTE]
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What if Expertise were a simple +2?
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