View & tools
1 item Β· Clean view
Browse items (9)
Mechanics
Terms
The entire process is called a test. An individual roll is called a check and results in either a success or a failure.
Setup
- The starting DC is 8 + (Player Level / 3, round down). Alternately you can use 8 + (CR / 3, round down) if that feels appropriate the the situation. For example, a complex trap with a specific would use the DC of the trap.
- If the difficulty should be in reaction to a variable condition you can have the PCs make 3 checks with 3 different skills. The DC is the DC of a moderate check for their level. 0 successes = difficult, 1-2 success = moderate, and 3 successes = difficult. {1
- Decide if this is a trivial, moderate, or difficult challenge.
- Adjust the DC based on the difficulty of the challenge.
- For a trivial challenge do not change the DC. the PCs will very rarely fail a trivial challenge. An expert essentially cannot fail a check. This will require 3 successful checks.
- If the the puzzle is moderately hard, the enemy has a slight advantage, or creature is skeptical of the PCs, +2 to the base DC. The PCs are somewhat likely to pass this test, failing about 25% of the time. An expert will only rarely fail at tier 1 and tier 2. This will require 4 successful checks.
- If this enemy is opposed, the PCs are in over their heads, or the PCs start off behind, then this is a difficult challenge. Add 4 to the base DC. The PCs will pass this test about half the time. An expert is likely to pass at tier 1 and two, and almost never fails at tier 3 and 4. This will require 5 checks.
| Trivial | Moderate | Difficult | |
|---|---|---|---|
| 1- 5 | 8 | 10 | 12 |
| 6-10 | 10 | 14 | 16 |
| 11-15 | 12 | 16 | 18 |
| 16-20 | 14 | 18 | 20 |
| Number of Successes | 3 | 4 | 5 |
| Approximate Success range | 90-100% | 60-90% | 30-65% |