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Post by Art Teach on Nov 1, 2014 14:42:46 GMT -6
www.dailydoserpg.com/scales/extraordinary_success.htmIf you want a little more information on using skills with levels of success or failure I put it all together. It is just guidelines and examples for skills use. There are a million other uses not covered. So don't take it as a limit on skills and uses just the base to build from. You don't really need to read any of the pages. It will be handled in the narrative of the game. This is for those people who like the nitty gritty details of game mechanics.
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Post by Sithramir on Nov 1, 2014 20:24:23 GMT -6
Some thoughts real fast:
1) The DC's seem a bit high and look more like 3E versions. A 20th level character's max skill check is 6 + 5 stat = +11. So things like 40 DC just never come to pass (even a rogue with expertise can't do it) and 30 DC only on the best of rolls? I mention because picking a regular lock at DC 25 means that it's only obtainable with a natural 20 at 1st level unless they have tools AND a high stat AND that skill. Even with those it's almost impossible which seems rough on lower levels? 5E is supposed to be anyone can do it but having the skill means you get a lot of additional benefit. Just worried the DC's may be too high? A simple lock likely 10, hard lock 15 and a masterwork 20 or maybe a magical 25? Just my thoughts. 2) Untrained checks not getting extraordinary success. I like the extraordinary success concept and I like this but we should be clear to everyone that the running habit of athletics only works if it's a skill they have then. IE Malik had it and can use it but Oloric doesn't have it and even on a great roll (beating the DC by 5+) wouldn't get any bonus speed still. 3) Untrained checks at disadvantage. Can I ask why? They will already be so insanely low (max +5 ever) disadvantage means you basically average a -5 so it's pretty harsh on trying general skills you aren't trained in? 4) Can you clarify synergy? This sounds like old edition too but +5 proficiency. Does this mean +5 including your stat bonus in the skill or only proficiency bonus? +5 isn't until 15+ level? What skills gain synergy? Not as many that would in this edition i'd think.
*Edit: I should mention I like the write up and the concepts and just want to ensure I understand it all so I can choose the right options, etc. In the narrative I don't necessarily worry about exact numbers (You would adjudicate anyways) but it's good to understand what I can and can't do as I make decisions. I hate asking to stretch something but knowing that I rolled a 20 and I might get a bonus is good to know when I do
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Post by Art Teach on Nov 1, 2014 21:40:19 GMT -6
Some thoughts real fast: 1) The DC's seem a bit high and look more like 3E versions. A 20th level character's max skill check is 6 + 5 stat = +11. So things like 40 DC just never come to pass (even a rogue with expertise can't do it) and 30 DC only on the best of rolls? I mention because picking a regular lock at DC 25 means that it's only obtainable with a natural 20 at 1st level unless they have tools AND a high stat AND that skill. Even with those it's almost impossible which seems rough on lower levels? 5E is supposed to be anyone can do it but having the skill means you get a lot of additional benefit. Just worried the DC's may be too high? A simple lock likely 10, hard lock 15 and a masterwork 20 or maybe a magical 25? Just my thoughts. I adjusted them to more 5e levels.2) Untrained checks not getting extraordinary success. I like the extraordinary success concept and I like this but we should be clear to everyone that the running habit of athletics only works if it's a skill they have then. IE Malik had it and can use it but Oloric doesn't have it and even on a great roll (beating the DC by 5+) wouldn't get any bonus speed still. I think that allows it to be a bonus for trained people. A trained athlete will run circles around normal guys. If you are naturally strong but untrained you never are able to use your strength in the most effective way. 3) Untrained checks at disadvantage. Can I ask why? They will already be so insanely low (max +5 ever) disadvantage means you basically average a -5 so it's pretty harsh on trying general skills you aren't trained in? I think we could drop the idea of disadvantage. I do tend to be harsh, I started as a 1e DM.4) Can you clarify synergy? This sounds like old edition too but +5 proficiency. Does this mean +5 including your stat bonus in the skill or only proficiency bonus? +5 isn't until 15+ level? What skills gain synergy? Not as many that would in this edition i'd think. I thought I change synergy to giving you an advantage on the roll. So if you have performance and acrobatics for example ou get advantage for perform dancing, juggling, or something of the like. I will switch that to advantage not +5.*Edit: I should mention I like the write up and the concepts and just want to ensure I understand it all so I can choose the right options, etc. In the narrative I don't necessarily worry about exact numbers (You would adjudicate anyways) but it's good to understand what I can and can't do as I make decisions. I hate asking to stretch something but knowing that I rolled a 20 and I might get a bonus is good to know when I do T hanks, I think dnd gets a little stale when it is just pass/fail one attack hit or miss again and again. This gives a little variety to results. It also allows you the chance to do the big heroic guy jumps off rock sails 20 feet and chops head off bad guy kind of moves. It is a fantasy and characters should pull off the fantastic sometimes.
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Post by Sithramir on Nov 2, 2014 5:33:41 GMT -6
Great. Liking it a lot.
Re: untrained skills I don't mind harsh but I also wouldn't want people to not attempt to use skills thinking they won't ever succeed anyways.
Looks like a great concept and if Malik lives I look forward to more athletic feats (assuming i roll well!)
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Post by Art Teach on Nov 2, 2014 8:24:49 GMT -6
The ogre is almost out of hit points. You just need someone with some healing skill (like the acolytes) to get near enough to treat you. The Acolyte at the doors have passed moral and are not running, if you deal with ogre and an almost dead goblin he will rush in and save you.
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Post by Sithramir on Nov 2, 2014 8:43:56 GMT -6
Yeah. I did the math. 2 freaking HPS left blah. Unless poor rolls Oloric has him if noone else does.
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Post by Art Teach on Nov 2, 2014 9:04:44 GMT -6
Fiery finally arrived with his wand of burn big baddy. It was overkill for the amount of hp but it works.
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