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<blockquote data-quote="Chaosmancer" data-source="post: 9200699" data-attributes="member: 6801228"><p>YES! That is literally the point I was making, before I was told that was too powerful and would ruin the game and would make all the characters boring copy-pasta's of each other. Everything else is simply my argument for why I'm making this suggestion.</p><p></p><p></p><p></p><p>The DC shouldn't change based on who is making the attempt. Let us start with that as a baseline assumption, since maybe you don't share it. If it is DC 20 to break manacles, that is true whether you are a human mage or a Goliath Barbarian. </p><p></p><p>Now, the bolded? Here's the problem you are not getting. I roll when it is exciting and matters.... AND THEN FAIL. Why? Because if I have a DC 15 to beat, and my roll is a +1, then I have a 65% chance of failure. At a moment when it EXPLCITLY matters that I succeed, where I EXPLICITLY will face meaningful consequences of failure, I have a 35% chance of success and a 65% chance of failure. </p><p></p><p>And if right next to me is someone with a +5 total, and has a 55% chance of success, and only a 45% chance of failure, then regardless of the context, regardless of how much more sense it makes for my character to make the check... I don't want to do it. I want the other person to make the check, because they have a coin flip chance of success where I have a 1 in 3 chance of success.</p><p></p><p>And this is true of EVERY SINGLE DC 15 CHECK. Making a gourmet meal, picking a lock, talking a suicidal guard off a ledge, swimming up a river, dancing the macarana, no matter what the check is, if it is DC 15, this math is true. I can change all the dials I like, but unless I start lowering the DC or giving circumstantial bonuses to certain PCS, this is the truth. And this means, that, when it matters, when there are consequences for failure, unless I can leverage my best stat and proficiency... I have less than a 50% chance of success. And that feels bad. Like, I've played games with percentages to hit or percentages to succeed. A 60% chance is a huge gamble, and not usually worth the high likelihood of failure. And this is only going to happen when it matters, every time it comes up that it is time to impact the story... everyone who doesn't have a 16 or higher in that attribute tends to step back. They specifically avoid doing anything that could get them called on to make the roll. because it would be bad to fail, and they are so likely to fail it isn't worth the risk of participating.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9200699, member: 6801228"] YES! That is literally the point I was making, before I was told that was too powerful and would ruin the game and would make all the characters boring copy-pasta's of each other. Everything else is simply my argument for why I'm making this suggestion. The DC shouldn't change based on who is making the attempt. Let us start with that as a baseline assumption, since maybe you don't share it. If it is DC 20 to break manacles, that is true whether you are a human mage or a Goliath Barbarian. Now, the bolded? Here's the problem you are not getting. I roll when it is exciting and matters.... AND THEN FAIL. Why? Because if I have a DC 15 to beat, and my roll is a +1, then I have a 65% chance of failure. At a moment when it EXPLCITLY matters that I succeed, where I EXPLICITLY will face meaningful consequences of failure, I have a 35% chance of success and a 65% chance of failure. And if right next to me is someone with a +5 total, and has a 55% chance of success, and only a 45% chance of failure, then regardless of the context, regardless of how much more sense it makes for my character to make the check... I don't want to do it. I want the other person to make the check, because they have a coin flip chance of success where I have a 1 in 3 chance of success. And this is true of EVERY SINGLE DC 15 CHECK. Making a gourmet meal, picking a lock, talking a suicidal guard off a ledge, swimming up a river, dancing the macarana, no matter what the check is, if it is DC 15, this math is true. I can change all the dials I like, but unless I start lowering the DC or giving circumstantial bonuses to certain PCS, this is the truth. And this means, that, when it matters, when there are consequences for failure, unless I can leverage my best stat and proficiency... I have less than a 50% chance of success. And that feels bad. Like, I've played games with percentages to hit or percentages to succeed. A 60% chance is a huge gamble, and not usually worth the high likelihood of failure. And this is only going to happen when it matters, every time it comes up that it is time to impact the story... everyone who doesn't have a 16 or higher in that attribute tends to step back. They specifically avoid doing anything that could get them called on to make the roll. because it would be bad to fail, and they are so likely to fail it isn't worth the risk of participating. [/QUOTE]
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