Rebellion DCs


Hell's Rebels


This is a question for people who are using the rebellion rules in their games

How do people find the DCs ? I find that there are a lot of static checks that become very easy

Very few of the checks scale and some quickly become autopass

Also the event DCs are quite easy as well. If this because the rebellion is supposed to be flavour rather than crippling?

An example:

I recently rolled Diabolic Infiltration which is the second highest (so theoretically most dangerous) event , However it had negligible effect as it is only truely nasty when the exploding dice kick in, the rebellion DC was quite easy and the mitigation was a DC20 sense motive which was quite easy for a level 6 character

Another: the unique spy / saboteur actions on places throughout the books seem very easy. I am looking ahead to the final part of book 3 as an example

It almost seems that the outcome is simply a reward for investing 1000gp in a team / rescuing the right people (and some of the allies and bonus teams seem to be pretty much guaranteed things unless you have a very strange group )

What are other people’s experience?


I've honestly had the opposite problem, with recruiting. The success chance isn't the problem--it's the low rate of return. There's basically nothing to do but recruit the aristocracy, or, in my campaign's case, the Church of Shelyn instead.


Something that seems overlooked is that many rebellion checks state "If you roll a natural 1 on the Organization check, you don't automatically fail, but..." This implies that, like attack rolls and saving throws, a natural 1 is an automatic fail on most Organization checks, meaning that the PCs always have a 5% chance of failure.

Honestly, if the players build their characters well then it's just like any check--fighters generally have a really high attack rolls when compared against an enemy of their appropriate CR. Push come to shove, though, just have a talk with your group about changing some of the DCs in the Players' Guide to scale--As for the written-in DCs: Change them without saying so. You're the GM, and what the players don't know won't hurt them.

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