Ok, dumb question...


Rules Questions


Is there a list/table/thing of base skill DCs in the core rulebook? It's been too dang long and I'm trying to get a good footing for starting off a 1st level game.


Are you asking if there's one master chart listing all the DCs for each of the over 30 skills in the game, counting each Knowledge separately?

No.

It would probably take a couple of pages, at least. Several of the skills have numerous different things you can attempt with them, each with its own DC.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

The best consolidation of which I'm aware is on the GM side of the GM Screen that Paizo sells.

Alternatively, put in a few hours transferring all the sample DCs from the different skill descriptions to a spreadsheet and print it out. :P


Skills have little guides next to em or in the writeups to help with baseline DC's like under acrobatics it lists out what it takes to jump a distance then mods for icy ground and such.

Me? I like to use the "Average Roll" technique. Take a skill you anticipate the heroes using in a situation, say Escape Artist. The trap is a metal grate they need to wind their hand through or else the Heat Metal effect burns them. If the party's APL is 1 and you want this to be a CR 1 challenge, set the DC as an average roll for the guy attempting it. He's got a 17 dex (+3), has 1 rank in it as a class skill for a total bonus of +7 to the attempt. The average roll is a 17; set the DC at 17. For a slight challenge, round it to an even 20.

You can take it a step further and set a sliding scale by 5's. In the above situation let's say you want to make it easy on the guy, so you set the average at 15. Want to make it a cakewalk? drop it by 5 down to a DC 10. Make it an serious challenge: DC 20. DC 25 is doable, but he's only got a 3 in 20 shot at it; not bloody likely.

Clear as mud?


Close enough. Thanks everyone.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Mark Hoover wrote:

Skills have little guides next to em or in the writeups to help with baseline DC's like under acrobatics it lists out what it takes to jump a distance then mods for icy ground and such.

Me? I like to use the "Average Roll" technique. Take a skill you anticipate the heroes using in a situation, say Escape Artist. The trap is a metal grate they need to wind their hand through or else the Heat Metal effect burns them. If the party's APL is 1 and you want this to be a CR 1 challenge, set the DC as an average roll for the guy attempting it. He's got a 17 dex (+3), has 1 rank in it as a class skill for a total bonus of +7 to the attempt. The average roll is a 17; set the DC at 17. For a slight challenge, round it to an even 20.

You can take it a step further and set a sliding scale by 5's. In the above situation let's say you want to make it easy on the guy, so you set the average at 15. Want to make it a cakewalk? drop it by 5 down to a DC 10. Make it an serious challenge: DC 20. DC 25 is doable, but he's only got a 3 in 20 shot at it; not bloody likely.

Clear as mud?

I don't think I'd like playing under that system. I'd feel like my character didn't matter at all, as no matter how much I was supposed to suck at one thing or be a master of another, both would have a success rate decided independently by you. I'd feel very uninvested in my character, especially if his strengths and weaknesses were at all tied to his concept (and they typically are).

Grand Lodge

I believe the pathfinder gm screen is downloadable as a pdf.


Jiggy wrote:
Mark Hoover wrote:

Skills have little guides next to em or in the writeups to help with baseline DC's like under acrobatics it lists out what it takes to jump a distance then mods for icy ground and such.

Me? I like to use the "Average Roll" technique. Take a skill you anticipate the heroes using in a situation, say Escape Artist. The trap is a metal grate they need to wind their hand through or else the Heat Metal effect burns them. If the party's APL is 1 and you want this to be a CR 1 challenge, set the DC as an average roll for the guy attempting it. He's got a 17 dex (+3), has 1 rank in it as a class skill for a total bonus of +7 to the attempt. The average roll is a 17; set the DC at 17. For a slight challenge, round it to an even 20.

You can take it a step further and set a sliding scale by 5's. In the above situation let's say you want to make it easy on the guy, so you set the average at 15. Want to make it a cakewalk? drop it by 5 down to a DC 10. Make it an serious challenge: DC 20. DC 25 is doable, but he's only got a 3 in 20 shot at it; not bloody likely.

Clear as mud?

I don't think I'd like playing under that system. I'd feel like my character didn't matter at all, as no matter how much I was supposed to suck at one thing or be a master of another, both would have a success rate decided independently by you. I'd feel very uninvested in my character, especially if his strengths and weaknesses were at all tied to his concept (and they typically are).

Agreed. The DC should not be set according to the particular character making the attempt; under that system, why bother even learning the character's stats? Just have them roll dice, and they succeed on an 11+ or whatever.

On the other hand, it's reasonable to set the DC according to the abilities of a typical adventurer of the appropriate class and level. Perhaps somebody with a 14 in the relevant stat and full skill ranks should be able to succeed in a level-appropriate class skill obstacle 75% of the time; this would imply a DC of 10+level. It also means that your Dex 20 rogue with Skill Focus is going to rock at it, while your Dex 8 wizard with no skill ranks will not.

Sczarni

...and then we have 4th Ed.... Which failed...miserably

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