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Why doesn't the help action have more limits and down sides?
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<blockquote data-quote="5ekyu" data-source="post: 7446966" data-attributes="member: 6919838"><p>Just as an aside, i tend to use the dmg model of 1p, 15, 20 based on the difficukty triad they give - nrither skilked nor exceptional easy) skill and exceptional (20), and either/or (moderate). This is based on either the basic idea of "who" setup the challenge/opposition ir if no ref who "should" be able to likely succeed.</p><p></p><p>The adjustment i add follows the advantage/disad guides for dc (+5 or -5) in cases where its clear circumstances or resources ort effort would change the difficulty. (Been neglected or cheaped out miserly, exceptiinally suspicious with resources to burn, etc.)</p><p></p><p>That seems to work fine.</p><p></p><p>Sure it means 10th level guys might encounter DC 10 checks and 5th levels might hit dc25... But the key in play is that it remains consistent and understsndable and makes sense... It can be informative even.</p><p></p><p>But really, i dont get fretting and worked up over dc 15 or dc 20 xhecks being reliably beaten by 11th level rogues in areas they are good at as a class festure... Not at all... </p><p></p><p>Cuz you know, since like 2nd level spells and on dcs have been being flat out slammed dead by class abilities right n left and sideways. Before that even.</p><p></p><p>"Yes, i think your automatic 20 dc climb check is a bad game element, rogue" says the 3rd level levitating wizard .</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7446966, member: 6919838"] Just as an aside, i tend to use the dmg model of 1p, 15, 20 based on the difficukty triad they give - nrither skilked nor exceptional easy) skill and exceptional (20), and either/or (moderate). This is based on either the basic idea of "who" setup the challenge/opposition ir if no ref who "should" be able to likely succeed. The adjustment i add follows the advantage/disad guides for dc (+5 or -5) in cases where its clear circumstances or resources ort effort would change the difficulty. (Been neglected or cheaped out miserly, exceptiinally suspicious with resources to burn, etc.) That seems to work fine. Sure it means 10th level guys might encounter DC 10 checks and 5th levels might hit dc25... But the key in play is that it remains consistent and understsndable and makes sense... It can be informative even. But really, i dont get fretting and worked up over dc 15 or dc 20 xhecks being reliably beaten by 11th level rogues in areas they are good at as a class festure... Not at all... Cuz you know, since like 2nd level spells and on dcs have been being flat out slammed dead by class abilities right n left and sideways. Before that even. "Yes, i think your automatic 20 dc climb check is a bad game element, rogue" says the 3rd level levitating wizard . [/QUOTE]
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Why doesn't the help action have more limits and down sides?
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