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Why does 5E SUCK?
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<blockquote data-quote="Imaro" data-source="post: 6647393" data-attributes="member: 48965"><p>Wait, maybe I'm not following here...I'm the DM the DC of a lock that is locking Vecna's Vault of Secrets is whatever I want it to be... or are you saying the rules should tell me what it is? Or are you speaking to examples... because I listed various places where 5e gives you examples of DC's...the average lock is a DC 15, you use that as a baseline and decide. We do seem to have different priorities... I am not looking to artificially make the lock difficult for the highest level PC... if he's good enough to pick what I set it at, based on the world I've built, then he does, and he deserves too... </p><p></p><p>So let's take a PC rogue at 12th level (because that's where most games end) with 18 Dex and Thieve's tools proficiency...and expertise +4 attribute/+8 proficiency(expertise)... now this is a thief at his practical peak in the world so +12 vs. DC 20... he can still fail roughly 35% of the time...IMO, for someone not looking for the hassle of consulting charts and looking up examples, that seems like a pretty good hard DC... that's about right for someone whose at their peak in the fantasy genre...If not what would you consider challenging? Of course if I want to get more granular and I am really pitting a 12th level Rogue against the god of secrets locks, I'm probably going to make it a nearly impossible task... DC 30</p><p></p><p></p><p></p><p>How do you know you should use a level 30 difficulty lock? Eh, why would picking a lock require a SC?? </p><p></p><p>Personally I wasn't fond of SC's so that was definitely not a loss for me personally... and I'm fine with using the DMG's loose guidelines for awarding experience for non-combat accomplishments... but hey apparently they worked for you so I can understand you missing them. Maybe the designers realized many people just didn't like SC's and that they were awkward to run in official games and insert into published adventures in a manner that didn't feel artificial to many. </p><p></p><p></p><p></p><p>So the given advice is to scale difficulties... how does that not align with what I said?</p><p></p><p></p><p></p><p>And more support for exactly what I stated... the implicit or explicit default is geared towards scaling threats... while in a my games you don't suddenly only run into godlocks at a certain level... I actually tink bounded accuracy has helped me with this.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6647393, member: 48965"] Wait, maybe I'm not following here...I'm the DM the DC of a lock that is locking Vecna's Vault of Secrets is whatever I want it to be... or are you saying the rules should tell me what it is? Or are you speaking to examples... because I listed various places where 5e gives you examples of DC's...the average lock is a DC 15, you use that as a baseline and decide. We do seem to have different priorities... I am not looking to artificially make the lock difficult for the highest level PC... if he's good enough to pick what I set it at, based on the world I've built, then he does, and he deserves too... So let's take a PC rogue at 12th level (because that's where most games end) with 18 Dex and Thieve's tools proficiency...and expertise +4 attribute/+8 proficiency(expertise)... now this is a thief at his practical peak in the world so +12 vs. DC 20... he can still fail roughly 35% of the time...IMO, for someone not looking for the hassle of consulting charts and looking up examples, that seems like a pretty good hard DC... that's about right for someone whose at their peak in the fantasy genre...If not what would you consider challenging? Of course if I want to get more granular and I am really pitting a 12th level Rogue against the god of secrets locks, I'm probably going to make it a nearly impossible task... DC 30 How do you know you should use a level 30 difficulty lock? Eh, why would picking a lock require a SC?? Personally I wasn't fond of SC's so that was definitely not a loss for me personally... and I'm fine with using the DMG's loose guidelines for awarding experience for non-combat accomplishments... but hey apparently they worked for you so I can understand you missing them. Maybe the designers realized many people just didn't like SC's and that they were awkward to run in official games and insert into published adventures in a manner that didn't feel artificial to many. So the given advice is to scale difficulties... how does that not align with what I said? And more support for exactly what I stated... the implicit or explicit default is geared towards scaling threats... while in a my games you don't suddenly only run into godlocks at a certain level... I actually tink bounded accuracy has helped me with this. [/QUOTE]
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