Simplified 10.2


Skills, Feats, Equipment & Spells


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First of all, I realise and understand that "the world does not scale" and characters aren't supposed to always be making level-appropriate checks.
The whole point of the 4-degree system and the "level to everything" scaling is to have critical success happen more often on lower level checks, so we have the basic premises down.

That said, 10.2 is a bit of a mess.

The scaling is uneven, odd, and hard to relate to as a gm. I have a printout sitting next to my screen and even then it takes me a bit sometimes, so I decided to try and get a handy rule out of it.

This will necessarily turn out to be out of tune with the actual 10.2, and it's not meant to be used in playtesting, but it's part of a wider project I am running which involves rapid conversion of statistics and DCs from PF1 to PF2 (don't ask, it's nowhere near ready yet and will undergo several changes as the playtest gets updated - it's basically a permanent draft at this point).

10.2 standard:
The table is divided into five "difficulty tiers": easy, medium, hard, incredible, ultimate.
Looking at DCs for level 1-20, the tier differ from each other by +1, +2 or +5 at the start, and increase over time by an additional +0, +4, +5, +8 or +10 over the level, usually around level clusters (5, 7, 10, 13, 17) but with no clear pattern. An especially confusing one is the Incredible DC tier, which has the only +3 increment of the table (lv6 to lv7).

10.2 simple:
The table is divided into five "difficulty tiers": easy, medium, hard, incredible, ultimate.
DC begin at 12+level for Medium tasks, and increase by +2 for each additional difficulty. Easy tasks DC are reduced by 5 instead.
Medium and Incredible tiers DCs increase by an additional +1 and +2 respectively every 5 levels.
Hard and Ultimate tiers DCs increase by an additional +1 and +2 respectively every 4 levels.

Thus, a "hard" level 14 DC is equal to 12 (base) +14 (level) +2 (hard) +3 (12/4 adjustment) = 31.
Coincidentally, this is the same exact DC as base 10.2 (i rolled dice for level and difficulty). More often you'll find your result being one point too high or too low, and occasionally you might be two points off. Still, it gets you in the ballpark.

Note that this "simplified" table makes some checks easier by delaying some increases (which might be welcome), namely Treat Wounds and other level-dependant checks that use the Medium or Hard track, but makes some other checks harder (early and mid-level Ultimate checks are most affected).

Use at your own risk of screwing up, and always use RAW when giving feedback.

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