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NichG
2024-01-09, 10:04 PM
It has come up in two threads now that this should be a thing, so here's a thread for people to post DCs they've set (or would set) for particular things that characters have wanted or needed to do, or any sorts of formulae that people personally use. I'm not entirely sure how this is going to end up organized, but maybe if this becomes a mess at least someone can come along and harvest it to make a more organized guide later?

I'll start it off with what I guess I'll describe as a 'wuxia preset' aimed at low to mid level characters doing the sorts of stunts you'd see in the LotR films, and high level characters touching on wuxia, mythology, and the sorts of things you see in the epic skill uses from 3e. This is totally un-playtested, complete theory-craft, but hopefully better for people than a blank page! Somehow who actually runs 5e please do better!




DC
What it lets you do


10
Increase the normal maximum thrown range of a thrown object (assume 30ft base for an object up to Strength lbs without a specified range) by 50%. +5 DC to double the maximum weight of the object. +10 DC to double the range, +20 DC to quadruple it. Assumes throwing in cases where accuracy doesn't matter much - hurling a grapple up a cliff, etc.


10
Burst or break a wooden or flimsier object up to an inch or so thickness (including restraints). +5 DC for stone, +10 DC for a iron/steel/etc object, +15 DC for adamantine, +20 for magical force. +10 DC if you have no leverage or using inconvenient muscles (full body restraint, snapping it with fingers only, etc). +5 DC to double the thickness, +10 DC to quadruple it. Can't retry for a given object for 24 hours.


10
Vertically lift or push/drag 50% more than your normal maximum, DC 20 to double, DC 30 to triple. +5 DC to carry something over a distance rather than just lift it, -10 DC to shift or tip an object rather than lifting or pushing. -5 DC if you're just supporting the weight rather than actually lifting it up. +10 DC to do this at your full movement rate. Can't retry for a given object for 24 hours.



Athletics


DC
What it lets you do


10
Increase horizontal or vertical jump range by 50%. DC 20 to double, DC 30 to quadruple.


5
Run a mile in 10 minutes. +2 DC for each additional mile you want to sustain this pace. +10 DC for 2x speed, +20 DC for 4x speed, +30 DC for 8x speed.


5
Climb a vertical wall with good handholds at half movement speed under normal conditions. Holds: -10 DC if a grapple or rappelling rope is available, +10 DC for fingertip holds only or +15 if no holds available (sheer wall). Conditions: +5 DC if it's slippery or windy, +5 DC when climbing an overhang. Stunts: +5 DC to climb at full movement speed, +5 DC to climb with three limbs (e.g. one-handed or one-legged), +10 DC to climb with only two limbs. Failure is no progress this round, failure by 5+ is a fall.


5
Do a pull up or equivalent movement (pulling yourself over the lip of a cliff, onto a boat, etc).


0 (base)
Remain afloat in calm water under normal conditions. +5 DC to swim half movespeed, +10 DC to swim at full movespeed. Water movement (pick one): +5 DC for breaking waves, +10 DC if there's an undertow, +15 DC if there's a whirlpool, +25 DC to swim up a waterfall. Stunts: +5 DC to swim when tied up or otherwise restrained, +10 DC float safely even while unconscious. +5 DC if its a hostile liquid instead of just water (acid, lava, insects, etc). +30 DC to swim through things that shouldn't support your weight (air, spacetime, etc). First failure means you're sinking, subsequent checks at one per minute starting one round after the first failure to determine if you manage to get back in control.







DC
What it lets you do


5
Ski down a smooth snowy slope up to 20 degrees while in control at speeds up to 30mph. +5 DC if icy, +5 DC if uneven terrain, +5 DC for drops and jumps, +5 DC to double the slope and speed or +10 to quadruple, +5 DC for stunts (one-legged, skiing while shooting a bow, etc). First failure means loss of control (random swerving, etc), second failure is a fall. Use the same pattern for 'control a cart' but with a base surface of a dirt road rather than snow.


5-20
Pick a lock/disable a trap. DC 5 for a simple latch (tripwire for a trap). DC 10 for a simple rotary lock (or pressure plate), DC 15 for a tumbler lock, DC 20 for a complex mechanism lock like a safe (or complex mechanical trap triggers). +5 DC if magically augmented, +5 DC if the mechanism is inaccessible or sealed.


15
Escape from rope restraints. +5 DC for latched restraints (e.g. modern handcuffs), +10 DC for permanent restraints (welded, bolted, clamped), +15 DC for a full-body seal (iron maiden or similar). Can try once per 24 hours on a given bond.


10
Make a convex wooden copy of something with details down to about 1mm. +5 DC if there are concavities or interlocked pieces (gears, etc). +5 DC to be precise down to 0.1mm. +15 DC to rush the job (complete a handheld object in one round rather than minutes).



Acrobatics


DC
What it lets you do


10
Catch yourself on something within reach when falling


15
Catch yourself on something within 10ft of your trajectory when falling


20
Catch yourself on something within 20ft of your trajectory when falling


15
Change trajectory mid-air when falling by throwing (or pushing off of) an object on your person or within 10ft, up to 5ft per 10ft fallen. +10 DC if the object is much less massive than you.


25
Push off of the air itself to adjust your fall, moving horizontally up to 5ft per 5ft fallen.


35
Balance on water, clouds, or other insubstantial surfaces.


15
Halve falling damage


30
Negate falling damage


15
Navigate a static 'danger grid' where there's space to fit (laser grid, spikes, etc). +10 DC to do this if someone half your size could fit. +20 DC to do this if something a tenth of your size could fit. +5 DC if the grid elements move.


15
Immediately kip up to standing when knocked prone


10
Walk a 1 inch tightrope. -5 DC with a balance aid.



[b]Sleight of Hand[b]


DC
What it lets you do


10
Catch a thrown rock or ball. +5 DC if there's only a single safe orientation/location to catch it (a thrown knife), +5 DC to catch it in a weird way (with your knee, mouth, etc), +10 DC for something too fast to realistically safely catch like a crossbow bolt or bullet.


10
Successfully lift a pouch or otherwise loosely attached item of that size from someone's person (result sets the DC for the victim to notice, but any DC increases here also make it easier to notice by the same amount). Pick at most one modifier of: +5 DC for an object in a pocket or otherwise loosely worn (necklace, ring), +5 DC for a larger object (sword, etc), +15 DC for worn clothing or armor, +20 DC to steal an ongoing magical effect. +5 DC if bound or restrained while doing it. +20 DC to perform the theft at a range of up to 10ft without actually physically being able to touch the target.


10
Reach into a hole or space just larger than your hand without touching the walls.


10
Manipulate small objects (coins, cards, darts, etc) to make them appear to vanish or move to different locations on your person or someone else's person. This is the minimum not to flub the trick, but the result sets the DC to detect it via Perception. +5 DC if you have nowhere you could hide the object. +10 DC to do this while restrained. +20 DC to make the trick 'real' - teleport a coin to someone across the room, retrieve the contents of a locked box without opening it, etc.


20
Interact with a second object for free during a round. +10 DC to interact with a third object.



[b]Stealth[b]


DC
What it lets you do


5
Blend in in a public place when you're not specifically being looked for, even if you don't belong. +5 DC if there's something that would be clearly out of place about you from far away (wearing heavy armor when everyone else is in cloth, being a different species than everyone else, etc). +10 DC in secure locations (military bases, checkpoints, etc), +5 DC if unusual senses are in play to detect you (scent, heat vision, etc)


Variable (Perception)
Hiding. Normal is Stealth vs Perception. + to DC means 'easier to perceive by that amount'. +5 DC Cover for someone else's Stealth check (they use your result, but both you and they are 5 points easier to perceive). +5 DC Interact with an object in view without breaking stealth (open a door, etc). +10 DC Perform a ranged attack without breaking stealth. +20 DC Perform a melee attack without breaking stealth. +5 DC Unusual, hard to mask senses are in play (scent, lifesight, whatever). -5 DC There's a distraction you can take advantage of. -5 DC Extremely visually busy environment (crowd, warehouse with lots of stuff to hide behind).


20 + Spell Level
Hide from magical triggering conditions like Alarm or the conditions of a Magic Mouth.


35
Hide evidence of your presence and impact from broad magical and divine divination effects - scrying, auguries, prophecy, things which reveal the past, etc.





Note: A lot of the uses of Constitution actually do have specific rules and DCs elsewhere, so I won't repeat those here. Suffocation, forced marches, and food and water all have specified DCs and mechanics already.


DC
What it lets you do


10
Eat or drink as much as your stomach physically fits without throwing up. +10 DC to double that, +20 DC to quadruple it.


15
Eat something inedible but not actively poisonous without suffering ill effects or nausea.


20
Ignore any pain for an hour.


30
When you would be knocked out, paralyzed, or otherwise disabled by something (including hp damage), stave off the effect just long enough for a single additional action - can only make this check once per long rest.







DC
What it lets you do


5
Successfully express a simple idea non-verbally to another sapient being (things like 'stop' or 'go left'). Mental Differences (pick one of): +5 DC if they belong to a significantly different culture that the character has limited or no experience with. +10 DC for animals or creatures that do not have complex communication of their own, +15 DC for very alien mentalities (swarms, hiveminds, spirits, animated objects...). Complexity: +5 DC for multi-stage or conditional meanings (go left then straight then wait there), +10 DC for abstract things or things without common referents. -5 DC if the character has previously interacted with this individual for at least a day.

[tr]
5
Recall a notable sequence of up to 10 digits or words that the character heard only once. +10 DC if the character had no reason to find the sequence notable at the time. +5 DC per doubling of the length of the sequence. -15 DC if the character was able to review the material multiple times and was trying to memorize it. Note: This is not to imply that the difficulty is based on the total number of words a character has ever memorized. A character may for example try to recall a sequence of 20 words as either two distinct checks, or as one more difficult check, at the player's choice.



Whew okay this is taking quite a long time so I'm going to stop here for now...

Skrum
2024-01-10, 06:39 PM
How would these be used? Like, make an additional DC 10 Athletics check to increase the distance jumped by 50%? So a 20 Str character with a running start can automatically jump 20 ft; if they have a +2 proficiency bonus and expertise, they can automatically add 50% on to the distance, or 30 ft total (which, they'd need a higher movement speed to take advantage of in most case).

OK I think I answered my own question - 5e already does certain things, like jumping, without a roll. This can add a roll to increase the distance; i.e., formalizing what's currently an ad hoc "make a roll against an arbitrary DC to jump the distance you need to."

I could get with this. Seems reasonable.