[Spoiler] Locked door DCs


Pathfinder Beginner Box


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Hi,

in the abandoned storeroom is a locked door. The description says to open it, use Thievery DC 15 or Athletics DC 25. In the GM Core book it says to force open a structure, use the Thievery DC +5 for Athletics DC - which would be DC 20.

Is there a reason this differs?

Kind regards
Danii


Danii0206 wrote:
Is there a reason this differs?

The usual: the adventure's authors decided they liked it better this way. Probably to encourage lockpicking more than simply breaking things.


Yeah, probably what Dani said. Basically all the Beginner's Box encounters are designed to "lead" your players to correct/optimal choice, or to teach them mechanics one at a time. So this very difficult check on the iron door teaches them that they need to use their more niche skills, instead of just brute forcing their way through every option.

I am learning in my own campaign that if you let players choose between Athletics or any other skill, the fighter pushes the other person out of the way and chooses Athletics 100% of the time. Crafting check to make a support/ramp to move a large stone, or just brute force it? Brute force all day. And since Athletics has use in combat and common skill checks like climbing up/down walls, it's important to let other people like the rogue/wizard use their skills too.


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dirkdragonslayer wrote:
Crafting check to make a support/ramp to move a large stone, or just brute force it? Brute force all day.

Well, here you have a 100% legitimate reason to set Athletics DC >30. Large stones are very heavy. You really need to be a demigod to just push them, not simply a strong dude.

In other cases it's ok to let athletes shine, no problem.
Also Danii0206 is the OP, I'm not them :)

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