Notafish
2022-08-18, 11:09 PM
From the thread on "D&D One" or whatever it's going to be called:
Right. An impossible DC and "DM no" are identical.
That's not the case. DCs are objective, not subjective -- what is DC 10 for one character is DC 10 for all characters. That's why getting better at something is expressed as a higher bonus to your roll, rather than a lower DC.
The question here is whether there is any DC 30 task that a novice creature should not be able to achieve, point blank. The answer is trivially yes. Meanwhile, this system has the novice succeeding at the maximally difficult task 5% of the time.
The solution for this problem would be to express getting better at a skill through lowering DCs rather than a bonus to the d20 roll. That would allow natural 20s = automatic success to make sense for all characters. But it would make skills an exception to the game's core d20+X mechanic. I think that would be more confusing than saying nat 20 = success doesn't apply to ability checks.
This is part of a longer discussion on whether having a task with a fixed DC should be able to be attempted by all players, and what the DM's roll in calling for the check should be. I wanted to share my thoughts in a separate thread - there are a bunch of directions to go down when discussing when to call for rolls and how to set DCs, beyond the question of whether DC tables are a good thing.
I fall into the camp that believes that players should only roll if a) the task is possible in the narrative and b) the consequences of a success or failure are interesting. I also think it is the usually the GM's responsibility/burden to make this call. Back when I was DMing a 5e campaign, I would often set the DC at the time of the roll, as well - using the guidelines in the PHB to set the DCs roll by roll. A few times, I changed the DCs on a task depending on who was attempting it on the logic that (for example) making a Medicine check to identify a poison would be easier for a Cleric with Medicine proficiency than an untrained Fighter just trying his best. I didn't think it through at the time, but this was effectively a way to give characters situational expertise without granting the feature, since I was reducing the DC and they were also adding their proficiency bonus. It worked well enough for my home game with friends, but this is also a somewhat sketchy houserule - I can see where this style would rankle certain players. I can also see that flexible DCs would take extra effort to incorporate into a published adventure. But not impossible.
Captain Dorcus lies slumped in her chair. Her skin is an unnatural shade of green and her breaths are shallow. She has obviously been poisoned, but to find an antidote in time the poison must first be identified. Identifying the poison and stabilizing Dorcus requires a DC15 Wisdom (Medicine) check. If a character is Proficient in Medicine, Poisoner's Kits, or Herbalism Kits they gain +5 on the check. Each attempt will take time and after 3 failed attempts Captain Dorcus will die.
In this example as written, every PC could attempt a check, but the characters with medicine or other relevant training would have a much higher chance (and their chances could be further improved due to gaining Advantage through some other means). There are clear consequences for success and failure for this challenge, and the odds are vastly different depending on what sorts of characters are attempting the check. The way a success will likely be imagined will be different, too, depending on what (if any) training applied to the check. This doesn't have to be the format for all checks, but it could add spice and guidance in a pre-written adventure.
Now, what about situations where it is unrealistic in the fiction for some (but not all) characters to have a chance of success? Is it OK to have some characters simply be denied a roll, or should DCs just be set too high for untrained/unlevelled characters to attempt? Is there a difference?
I think that sometimes it is appropriate for characters to be denied rolls, but if it is happening often it is likely indicative of a problem outside of the skill check system. I also think that there is very much a difference between having a high "objective DC" and having some checks that can be made by certain characters but not others.
There is a treasure chest with a DC10 Dexterity (Thieves' Tools) lock. The chest is DC 20 Strength (Athletics) to smash open because I can't be arsed to look up the rules for breaking materials. Should a Level 1 Druid with Dex 14, Str 8 and access to (but no proficiency with) Thieves' Tools have a chance at opening the chest with either of these checks?
I can actually imagine me ruling either way here. A lucky roll from the druid could be a cool moment, but I might not want to encourage the sort of game where players solve problems by rolling a lot and hoping for high numbers. If I tried to make the game safe from wackiness via high DCs, though, I will not be able to put this treasure chest in a starting dungeon - if my goal is to put the possibility of success out of reach for weak or unskilled characters, I'll also be pushing the chance of success lower for proficient characters.
Right. An impossible DC and "DM no" are identical.
That's not the case. DCs are objective, not subjective -- what is DC 10 for one character is DC 10 for all characters. That's why getting better at something is expressed as a higher bonus to your roll, rather than a lower DC.
The question here is whether there is any DC 30 task that a novice creature should not be able to achieve, point blank. The answer is trivially yes. Meanwhile, this system has the novice succeeding at the maximally difficult task 5% of the time.
The solution for this problem would be to express getting better at a skill through lowering DCs rather than a bonus to the d20 roll. That would allow natural 20s = automatic success to make sense for all characters. But it would make skills an exception to the game's core d20+X mechanic. I think that would be more confusing than saying nat 20 = success doesn't apply to ability checks.
This is part of a longer discussion on whether having a task with a fixed DC should be able to be attempted by all players, and what the DM's roll in calling for the check should be. I wanted to share my thoughts in a separate thread - there are a bunch of directions to go down when discussing when to call for rolls and how to set DCs, beyond the question of whether DC tables are a good thing.
I fall into the camp that believes that players should only roll if a) the task is possible in the narrative and b) the consequences of a success or failure are interesting. I also think it is the usually the GM's responsibility/burden to make this call. Back when I was DMing a 5e campaign, I would often set the DC at the time of the roll, as well - using the guidelines in the PHB to set the DCs roll by roll. A few times, I changed the DCs on a task depending on who was attempting it on the logic that (for example) making a Medicine check to identify a poison would be easier for a Cleric with Medicine proficiency than an untrained Fighter just trying his best. I didn't think it through at the time, but this was effectively a way to give characters situational expertise without granting the feature, since I was reducing the DC and they were also adding their proficiency bonus. It worked well enough for my home game with friends, but this is also a somewhat sketchy houserule - I can see where this style would rankle certain players. I can also see that flexible DCs would take extra effort to incorporate into a published adventure. But not impossible.
Captain Dorcus lies slumped in her chair. Her skin is an unnatural shade of green and her breaths are shallow. She has obviously been poisoned, but to find an antidote in time the poison must first be identified. Identifying the poison and stabilizing Dorcus requires a DC15 Wisdom (Medicine) check. If a character is Proficient in Medicine, Poisoner's Kits, or Herbalism Kits they gain +5 on the check. Each attempt will take time and after 3 failed attempts Captain Dorcus will die.
In this example as written, every PC could attempt a check, but the characters with medicine or other relevant training would have a much higher chance (and their chances could be further improved due to gaining Advantage through some other means). There are clear consequences for success and failure for this challenge, and the odds are vastly different depending on what sorts of characters are attempting the check. The way a success will likely be imagined will be different, too, depending on what (if any) training applied to the check. This doesn't have to be the format for all checks, but it could add spice and guidance in a pre-written adventure.
Now, what about situations where it is unrealistic in the fiction for some (but not all) characters to have a chance of success? Is it OK to have some characters simply be denied a roll, or should DCs just be set too high for untrained/unlevelled characters to attempt? Is there a difference?
I think that sometimes it is appropriate for characters to be denied rolls, but if it is happening often it is likely indicative of a problem outside of the skill check system. I also think that there is very much a difference between having a high "objective DC" and having some checks that can be made by certain characters but not others.
There is a treasure chest with a DC10 Dexterity (Thieves' Tools) lock. The chest is DC 20 Strength (Athletics) to smash open because I can't be arsed to look up the rules for breaking materials. Should a Level 1 Druid with Dex 14, Str 8 and access to (but no proficiency with) Thieves' Tools have a chance at opening the chest with either of these checks?
I can actually imagine me ruling either way here. A lucky roll from the druid could be a cool moment, but I might not want to encourage the sort of game where players solve problems by rolling a lot and hoping for high numbers. If I tried to make the game safe from wackiness via high DCs, though, I will not be able to put this treasure chest in a starting dungeon - if my goal is to put the possibility of success out of reach for weak or unskilled characters, I'll also be pushing the chance of success lower for proficient characters.