Feedback and Request for Input - Difficulty DCs


General Discussion


For our party there is a problem with the game. The average character kill rate is one character for every 3 sessions. In both cases, the characters died because they didn't make their fortitude saves against a Monster's DC, and not because of a tactical error.

This problem is only going to get worse as we level.

The reason is DC table 10-2, which many DM's are using for Monster DC's.

If we look at the rate of change per level, we get the following

type | player | trivial | low | high | extreme | severe
change/level | 1.0 | 1.0 | 1.4 | 1.5 | 1.5 | 1.5

The consequence is that chance of failure increases by %5 ever two levels. A save that has 50% chance of failure at level one will fail 75% of the time at level 11.

There are some mitigations such as the 5% boost from stats every five levels and magic items. Unfortunately there have to be lots of powerful magic items (+2 at 5th, +4 at 9th) as the above DCs apply to all skills & saves.

Lastly my experience is that the starting values are set high. At 2nd level, my character had an 80% chance of failure per save and needed two saves. After that experience, I seriously considered quitting Pathfinder altogether and not returning. Instead I decided that this was an opportunity to play every single class.

I am very interested to hear what fixes people have for the above Math that doesn't involve lots of magic items.

Silver Crusade

I agree with you. For reference, 4e had a similar system (but no Hero Points). Death Saves were basically a DC 10 flat check, and three failures meant death. First Aid to stabilize was also a DC 15 check (and no healer's kit requirement). There was definitely a sense of urgency when a PC was down (sometimes resulting in multiple untrained first aid checks), but you didn't NEED magical healing or a Hero Point to have a realistic chance of survival.

The current pf2 system seems to assume magical healing or Hero Points.


Here you go. This has everything you need in it. It might be a bit bullish, ie drops some DCs by 1 more than we'd probably see if they keep the +5 skill item paradigm. But, using these values the game should play as was originally intended, or at least pretty close erring slightly on the side of PC competence. It also widens the spread on Monster skills, which I'm not sure the Devs will do. The maximal Monster skill values should be right though.

Fixed Skill DCs, Monster Skills, Monster Perception

Taken From This Thread


don't wake baby wrote:
... There are some mitigations such as the 5% boost from stats every five levels and magic items. Unfortunately there have to be lots of powerful magic items (+2 at 5th, +4 at 9th) as the above DCs apply to all skills & saves...

If this is true, then what was the point of getting rid of the "Big Six"? I thought this new system was supposed to work without demanding characters to buy certain items so that the math can work as expected. Seriously. If we're really expected to have boosting items than Paizo straight up lied with their statement regarding those items from PF1e.

If you're investing in an item that's boosting something, it must put will above the curve for that particular stat, not being a baseline requirement for the character to be able to be on the expected power-level.


I really appreciate Zman0’s link to his table above. Good stuff - a little hard core but I am going to try to sell it to my DM.

Lightning Raven wrote:


If this is true, then what was the point of getting rid of the "Big Six"? I thought this new system was supposed to work without demanding characters to buy certain items so that the math can work as expected. Seriously. If we're really expected to have boosting items than Paizo
If you're investing in an item that's boosting something, it must put will above the curve for that particular stat, not being a baseline requirement for the character to be able to be on the expected power-level.

I agree. Requiring magic items just to stay level is painful.

My real hope here is that someone from Paizo might drop very big hints about what they are planning so that it can be playtested. {fingers crossed}


don't wake baby wrote:

I really appreciate Zman0’s link to his table above. Good stuff - a little hard core but I am going to try to sell it to my DM.

Lightning Raven wrote:


If this is true, then what was the point of getting rid of the "Big Six"? I thought this new system was supposed to work without demanding characters to buy certain items so that the math can work as expected. Seriously. If we're really expected to have boosting items than Paizo
If you're investing in an item that's boosting something, it must put will above the curve for that particular stat, not being a baseline requirement for the character to be able to be on the expected power-level.

I agree. Requiring magic items just to stay level is painful.

My real hope here is that someone from Paizo might drop very big hints about what they are planning so that it can be playtested. {fingers crossed}

You're welcome. As for hardcore, it is actually very very close on the Skill DC table to what the Devs actually intended, but was not implemented properly. My numbers might be about 1DC lower than what they'd adjust them to, it's kind of a philosophical difference debating competence. Essentially they had a smoothing issues and weren't spotting enough points off optimal for High and Low DCs which meant without too significant magical skill investment PCs were falling behind. It really boiled down to +X skill items randing 1-5 causing a host of back-end math problems.

My table for calculating appropriate Monster skills is a bit high. If you want one closer to the original Bestiary use my specialized for select enemies and then the Primary skill column with just -1/2/3 for their lesser skills. That covers just about everything outside of outlier monsters like Oozes etc that are just built differently.

If you wanted a hint for something close to what they Devs are looking at coming down the pike, I'd look as the tables assuming only +3 Static Skill items(converts +1/2 items to +1, +3/4 items to +2, +5 items to +3). I'd say that is the closest thing floating around to what we're ultimately likely to see, not that I'm trying my hardest to lobby for my proficiency based skill items. Now I doubt they'll release updated playest information for skill items and will hold of on those changes till the official release. We might see updated monsters, especially for the higher level scenarios, but we might not as well. They know where skill DCs, Monster Skills, and Monster Perception are breaking down and they know why. So, I'm very confident the final release will be significantly better than the playtest, now I'm not sure just how far they'll go etc.

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