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Community
General Tabletop Discussion
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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: 7449136" data-attributes="member: 6919838"><p>Fwiw in the dmg they do give some guidelines as to easy moderate and hard</p><p>Easy can usually be done by average guy (not good ability scores) without training (no proficiency)</p><p>Hard usually requires both good score and proficiency(experience)</p><p>Moderate is either one of those.</p><p></p><p>As a gm i use those both forward and reverse (who setup the challenge, how good were they, etc) with further nod for advantage and disad getying us to 5 and 25 (extra resources or help) </p><p></p><p>Now two different table could use those guidelines and still reach different scores because one GM may see the band of orcs as soldiers good at maintaining their stuff while another might set up a group as sloppy and lazy while a third could have the evil number 2 added as a rogue with aptitude etc etc... </p><p></p><p>So, the DCs become just one of many flavor bits showing who you are up against - under consistent gms. </p><p></p><p>Is the place kept clean or os their accumulated dust shoeing where the secret door is? </p><p></p><p>That depends on who is their and what their focus is.</p><p></p><p>Just like is the guard alert or tired... May depend on if he is paid well and given decent time to rest.</p><p></p><p>So, in a nutshell, to me the value of consistent dcs following the basic kind of "skills needed on both sides" approach serves well because when applied well they make task dcs as much a thematic and informative bit of flavor as the npc adversaries are themselves. Just like those npcs, the gm need to put a little thought into "what kinds of these should be here?"</p><p></p><p>I mean, maybe the easy dc secret door leads you into a killing zone... While the hard or harder one is the safe way in.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7449136, member: 6919838"] Fwiw in the dmg they do give some guidelines as to easy moderate and hard Easy can usually be done by average guy (not good ability scores) without training (no proficiency) Hard usually requires both good score and proficiency(experience) Moderate is either one of those. As a gm i use those both forward and reverse (who setup the challenge, how good were they, etc) with further nod for advantage and disad getying us to 5 and 25 (extra resources or help) Now two different table could use those guidelines and still reach different scores because one GM may see the band of orcs as soldiers good at maintaining their stuff while another might set up a group as sloppy and lazy while a third could have the evil number 2 added as a rogue with aptitude etc etc... So, the DCs become just one of many flavor bits showing who you are up against - under consistent gms. Is the place kept clean or os their accumulated dust shoeing where the secret door is? That depends on who is their and what their focus is. Just like is the guard alert or tired... May depend on if he is paid well and given decent time to rest. So, in a nutshell, to me the value of consistent dcs following the basic kind of "skills needed on both sides" approach serves well because when applied well they make task dcs as much a thematic and informative bit of flavor as the npc adversaries are themselves. Just like those npcs, the gm need to put a little thought into "what kinds of these should be here?" I mean, maybe the easy dc secret door leads you into a killing zone... While the hard or harder one is the safe way in. [/QUOTE]
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Community
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Why doesn't the help action have more limits and down sides?
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