ability scores counting for more [Archive] - Wizards Community

Post/Author/DateTimePost
FriendlyBiscuit

10-23-06, 11:58 PM
In my campaign, I like to use a d10 for opposed ability checks. It reduces the likelihood that someone with an 18 vs someone else's 8 is going to get screwed over by a high-roll vs low-roll. I'm also trying to use a d10 for ability checks in general, most notably str checks to burst doors. Similar reasoning... it just seems silly that the Barbarian crashes into it, rolling a 2 or a 3, unable to move it, and the wizard gets lucky and crashes through it with a roll of 17 or more.

However, how do I recalculate appropriate check DC's? I've considered

Original DC - 5. If result is 9 or greater, subtract (result - 7)/2 from the result
Original DC / 2.
Original DC - 6.

What would you do?
trapspringer

10-24-06, 10:32 AM
It depends on what level the players are. If they are level one, the maximum difficulty they wil be facing is around dc 20, in which case you should just subtract ten from everything. When they reach a point where DC 25 is common enough, you should subtract eight from everything.
Tyler Do'Urden

10-24-06, 04:45 PM
There's two things you can do to make ability checks less random.

1) Take 10.
2) Use 3d6 instead of 1d20.

3d6 has the same average as 1d20, but a smaller range of numbers and a bell curve distribution, meaning that the middle numbers are more likely to occur than the more extreme ones.
Szatany

10-25-06, 12:33 AM
In my campaign, I like to use a d10 for opposed ability checks. It reduces the likelihood that someone with an 18 vs someone else's 8 is going to get screwed over by a high-roll vs low-roll. I'm also trying to use a d10 for ability checks in general, most notably str checks to burst doors. Similar reasoning... it just seems silly that the Barbarian crashes into it, rolling a 2 or a 3, unable to move it, and the wizard gets lucky and crashes through it with a roll of 17 or more.

However, how do I recalculate appropriate check DC's? I've considered

Original DC - 5. If result is 9 or greater, subtract (result - 7)/2 from the result
Original DC / 2.
Original DC - 6.

What would you do?
I just force everyone to take 10 in situations where randomness is missing or unlikely (like solving a riddle or arm wrestling). Saves me a lot of headaches with alternate systems and is rather realistic (at least if compared to d20 roll).