if you adjust the DCs extremely carefully. When you calculate your own DCs, you need make sure to look for the sweet spot, where roleplaying bonuses and clever choices actually will be the things that can push the challenge as a whole from being 30%-50% chance of success into 70%-90% territory.

Think of it like combat: you may be a great fighter, or you may be poor, but flanking and using smart tactics still matters. In other words, even if your execution may be based on your stats, you still need the right plan in the first place. Since we're playing a role-playing game, at some point the players get to decide the decisions of the characters, and those decisions represent the plan, whereas the character's stats represent the quality of the in-game performance.I honestly don't see the rationale behind giving ad-hoc "roleplaying bonuses". The point of skill checks is exactly that they represent how good or bad your PC is at whatever it is the check involved, regardless of how well or poorly the player fleshes this out. Adding a bonus on top of this seems to defeat the purpose!![]()
I honestly don't see the rationale behind giving ad-hoc "roleplaying bonuses". The point of skill checks is exactly that they represent how good or bad your PC is at whatever it is the check involved, regardless of how well or poorly the player fleshes this out. Adding a bonus on top of this seems to defeat the purpose!
Likewise, the DMG is not very exhaustive in this aspect. For example, if I require 8 success before 4 failures, what percentage of success per skill check should I be gunning for if I want a decent chance of success? I should not have to be adept in math to have to figure these all out.
You could also treat failures as "failing the roll by 5 or more"
So if the DC is 20, but you roll a 16, you can keep looking/talking/climbing, you just haven't made any head way.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.