![dmg 5e pg 38 dmg 5e pg 38](https://dungeonvault.com/wp-content/uploads/2019/04/need-a-DM-guide.jpg)
What's is really the point of rolling in those cases? nothing happens) which flies in the face of the rules presented on DMG pg 237. facilitate rolling dice? That is to say that some (most?) of these DCs exist with no meaningful consequence of failure (i.e. So many of the DCs presented in the published adventures, meanwhile, are there to. DMG pg 238 does a reasonable job of starting this but strangely abdicates ultimate authority to the adventures. That said, I believe there should be some guidance in the DMG - by way of example - on how/why to set easy (10), medium (15), or hard (20) DCs. I do like the suggested DCs for using tools presented in Xanathar's - and I think those are examples that aligns nicely with the PC's approach and goal. That is, assuming there is an uncertain outcome and a meaningful consequence for failure of said approach and goal.
Dmg 5e pg 38 Pc#
The DC should squarely be something the DM calibrates based on the approach and goal of the PC as presented by the player. IMO, I think it would be a disservice to recommend "most common" DCs for ability checks in 5e. Team Support - shoudl we always assume the party will be able to provide +3-5 in other bonuses (guidance, advantage, etc.)Īgain, this is for "most common", so we'd expect to see an equal number under this as above.No Team Support - base the DC just on the character.The CHR-focused bard with expertise in CHR (Persuasion). Focused characters - assume character will be relentlessly pursuing that ability score and must have expertise in appropriate skills.So for disarming traps a rogue without expertise in investigate or tools, a good-DEX character with a criminal background, etc. Talented characters - assume the character would have a good ability score and must have proficiency in appropriate skills.Such as a cleric making a INT (Religion) check. Natural or skilled characters - either has a good ability score or is trained.For example, traps/hazards that will be a single character disarming or an arcana check.įor "most common" DC that the DM should put in adventures, is it calibrated that which of these has a good but not overwhelming chance to overcome: You are writing the section in a DMG about difficulty for skill checks, and you need to write a recommendation for the "most common" DCs.