FrankTrollman wrote:Shazbot79 wrote:I don't own the Rules Compendium myself, so I can't investigate this in-depth, however it looks to me like the rules do say that some DC's are static (like climbing challenges should be) while others scale with level (like social challenges should).
Is there something egregious in the listed samples?
Absolutely. Balancing on a narrow beam and picking a lock
scale.
Actually, a lot of climbing challenges scale too. The distinction is that anything that is "supposed" to be "difficult"
remains "difficult" at all levels. Which means the DCs actually scale, which ironically means that it gets
more difficult for non-specialists as they rise in level.
The things that have static DCs are the basic combat movement options. You can jump farther and climb faster
in combat as your level goes up. But your ability to actually get to the top of a castle wall in a skill challenge stays static because those DCs scale with your level.
-Username17
Actually, this isn't defiantly not true either, at least for essentials.
The table in the Dungeon Masters Guidebook for Essentials gives the DCs by level and difficulty chart along with explanation.
The DCs per level are calculated as
Easy: An untrained, untalented (read as +0 from stat) has a 65% chance of succeeding.
Moderate: A trained but untalened character has a 65% chance of succeding.
Hard: A trained, talented (read +4 from stat) has a 65% chance of succeding
The chart follows these percantages rather strictly, never deviating by more than 5%, and when it does its usually at the hard level and its usually 5% in the PCs favor.
Additionally, the chart DOES NOT adjust for the fact that at level 21 players will have recieved +1 to every stat TWICE.
Therefore, at the epic level the game actually has 70% success rates in each category.
These facts should be more interesting than the ENTIRE static vs. scaling debate becasue it should be clear by now that you need some of both in order to have your game be both functional and immersive.
What is very interesting about setting a 35% failure rate is what it says about handing out bonuses.
Look at the Easy case:
Trained characters only have a 10% chance of failing an easy task before even including stats. Characers with a high stat (+4) are also failing less than 20% of the time.
That is ok, we don't want characters failing very much at easy tasks. However, remember all we have looked at are starting level stat modifiers and training. If players pick up +2 from equipment, +2 from aid another, and have a stat enhancer or items that provides a defacto way to increase a skill check "Easy" tasks become trivial.
All a moderate check does is "account" for being trained on the DC side of the equation.
So, now trained characters succeed 65% of the time without all including stats or equipment bonuses. Again, considering that equpment bonuses are usually +2, a player with a strong stat+ skill combination and "masterwork equipment" trivializes moderate checks as well.
"Moderate" checks really are only difficult if it is not an area of strength. On the other hand if you DO NOT have any emphasis in somethign (stat or training) relating to a moderate check then you have a 60% chance of failure.
"Hard" checks account for a +4 from your stat. They don't really appear to EVER account for more than a +4.
This is actually fairly stupid because it means that if its an area of strength for your chracter hard tasks become easier over time, while still be unbeatable for everybody else. Infact, considering that the DC is set up so that its 65% success for +4 stat +5 training at every level, a level 30 character will only have a 10% chance of failure in his focus stats for "hard" tasks and that doesn't include ANY magic items or feats or other ways of increasing your odds. That is simply putting every +1 to stat into a vital stat starting with an 18.
So even hard tasks are likely going to be "trivial" for the characters that are designed to face them while they should be almost certain failure for everybody else.
And we have hardly considered magic items, feats, or other misc. bonuses.
What this says to me is that the bonuses from equipment/conditions/feats need to be freaking tiny to not be overwhelming.
All, feats, equipment, and situational bonsues that provide +2 should be reduced to +1.
Magic equipment should add no more than +1 per TIER. Magic items that enchance a stat should really be limited to +2, and should begin showing up around the paragon tier.
Its good that they have the chart, and that they have figured out what kind of difficulty scale they want, but in order for it to work they have to be freaking brutal about handing out bonuses from to much stuff.