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    Titan in the Playground
     
    Imp

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    Default [WIP] Ability Check DC Masterlist: All the ability check DCs from official adventures

    A complete list of all the suggested ability check DCs from the official 5e adventures.

    DISCLAIMER:

    This list is not an attempt to prove what the "true" DCs for different tasks are. Nor is it an attempt to create an orthodoxy in how DM select their DCs.

    This list exist solely to show and analyse the various exemples of DCs used through the adventures and how they relate to 5e's design philosophy and expectations.

    SPOILERS from published module, obviously.

    Note: the data gathering is in progress, the completed list will look significantly different.

    Modules covered so far: LMoP, Against the Giants, Forge of Fury, Sunless Citadel

    Spoiler: Strength Checks
    Show

    STRENGTH CHECKS
    Task Proficiency DC Module
    Ascending or descending the chimney shaft in Cragmaw Hideout's fissure Athletics 10 LMoP
    Loosening the metal rod keeping a Cragmaw wolf's chains connected to the floor -- 15 LMoP
    Yanking the loosened metal rod keeping a Cragmaw wolf's chains connected to the floor -- 10 LMoP
    Climbing the 20ft walls that are rough but slick with a stream's spray Athletics 15 LMoP
    Breaking down a Redbrand Hideout's door -- 20 LMoP
    Wrenching open the Redbrand's cell doors -- 22 LMoP
    Forcing open a Ruins of Thundertree's door -- 10 LMoP
    Moving through the giant spiders' web in the ruined store Athletics 10 LMoP
    Breaking free when restrained by the giant spiders' web -- 12 LMoP
    Knocking over the town square's weathered wooden statue -- 20 LMoP
    Forcing the barred doors of dragon cultists cottage open -- 20 LMoP
    Forcing the barred shutters of dragon cultists cottage open -- 15 LMoP
    Breaking down a barricaded shut door in Cragmaw Castle -- 15 LMoP
    Knocking down Cragmaw Castle's postern iron door -- 25 LMoP
    Climbing down the Wave Echo Cave's pit without using the rope Athletics 15 LMoP
    Climbing the walls of the cavern's hall to reach the escarpments Athletics 12 LMoP
    Forcing open the barricaded barracks' door -- 20 LMoP
    Forcing open the damaged doors of the Wave Echo Cave's wizard quarters -- 15 LMoP
    Forcing open the door of the Forge of Spell, which has partially-melted hinges -- 15 LMoP
    Climbing the wall of the rift without a rope, when a stream is pouring on the same side Athletics 10 LMoP
    Prying the jewel eyes of Dumathoin's statue -- 10 LMoP
    Opening one of the gigantic doors of the Hill Giants' steading as a Medium or smaller creature Athletics 10 AtG
    Forcing the door of the wights' "trap" cell Athletics 15 AtG
    Forcing open one of the barred and locked gates of the Hill Giants' unruly slave quarters Athletics 25 AtG
    Forcing open the door of the Hill Giants' storage room Athletics 25 AtG
    Lifting the portcullis of the Hill Giants' false treasure room Athletics 25 AtG
    Lifting the bars keeping the treasure guards imprisoned Athletics 25 AtG
    Opening the pit's trapdoor -- 10 AtG
    Keeping the pit's trapdoor open with a piton or shim -- 15 AtG
    Moving one of the boulders of the Glacial Rift out of the way (for Medium or smaller creatures) Athletics 20 AtG
    Opening one of the ravine's valves (for Medium or smaller creatures; requires at least two characters to pass the DC in order to succeed) Athletics 25 AtG
    Opening one of the gigantic iron doors of the Fire Giant's stronghold (for Medium or smaller creatures Athletics 15 AtG
    Disabling the trap of the Fire Giant stronghold's west alcove -- 10 AtG
    Climbing a 100ft tall point of sheer rock Athletics 15 FoF
    Conducting a search by extensively diving into the depths of the Dark Mere to find the 40ft deep secret opening Athletics 10 FoF
    Forcing open the barred dwarven main door -- 20 FoF
    Climbing 80ft of a slippery, if rough and irregular, chimney shaft (with fire burning) Athletics 15 (several checks) FoF
    Climbing 80ft of a slippery, if rough and irregular, chimney shaft (with fire burning), with a rope Atheltics 5 (several checks) FoF
    Forcing open the orc commons' iron gate -- 15 FoF
    Opening Great Ulfe's heavy and hard to move door -- 17 FoF
    Descending while walking in the cold stream Athletics 8 FoF
    Forcing the mud-and-wattle door -- 10 FoF
    Forcing the mud-and-wattle door after it's been secured -- 15 FoF
    Forcing the mud-and-wattle barrier of the chief's cave -- 10 FoF
    Scaling the rockfall while under attack by gricks Athletics 8 FoF
    Breaking the iron door of Durgeddin's halls down -- 25 FoF
    Forcing the door of the old dwarven storeroom open -- 10 FoF
    Directing yourself while swept by fast-flowing water Athletics 10 FoF
    Climbing down the chasm's slippery stone, next to the waterfall Athletics 15 FoF
    Climbing down the chasm's slippery stone, next to the waterfall, with a rope Athletics 5 FoF
    Forcing down the looted armory's iron door -- 15 FoF
    Climbing out of a masonry debris's cavity Athletics 10 SC


    Spoiler: Dexterity Checks
    Show
    DEXTERITY CHECKS
    Task Proficiency DC Module
    Picking the locks of the Redbrand Hideout's doors Thieves' tools 10 LMoP
    Skirting around the pit trap in the Redbrand hall Acrobatics 10 LMoP
    Picking the locks of the Redbrand's cell doors Thieves' tools 10 LMoP
    Picking the lock of Cragmaw Castle's postern door Thieves' tools 15 LMoP
    Picking the lock of the assayer's iron strongbox Thieves' tool 20 LMoP
    Picking the lock of the priest's quarters Thieves' tool 15 LMoP
    Sneaking past a sleeping Hill Giant without waking her Stealth 8 AtG
    Picking the lock of the Hill Giant matron's iron chest Thieves' tools 15 AtG
    Picking the lock of the ogres' iron chest Thieves' tools 15 AtG
    Picking the lock of the wights' "trap" cell Thieves' tools 10 Atg
    Picking the lock of the the Hill Giants' unruly slave barrack gates Thieves' tools 15 AtG
    Picking the lock of the Hill Giants' storage room Thieves' tools 15 AtG
    Disabling the second chest's trap Thieves' tools 20 AtG
    Picking the lock of the secret treasure's iron box Thieves' tools 15 AtG
    Avoiding slipping and falling on the ice of the Glacial Rift Acrobatics 10 AtG
    Not falling when hit by an attack or moving at more than 1/2 speed on slippery ice Acrobatics 10 AtG
    Jamming the shield's trap Thieves' tools 15 AtG
    Opening the invisible iron box Thieves' tools ? 20 AtG
    Noticing the opening of the hidden tunnel Perception 15 (auto-success if a PC handle the hangings of the area AtG
    Noticing the iron bar of conjuration Perception 15 AtG
    Picking the well-made lock of one of the gigantic iron doors of the Fire Giant's stronghold Thieves' tools 20 AtG
    Picking one of the treasure trunks Thieves' tools 20 AtG
    Disabling the 4th trunk's trap Thieves' tools 20 AtG
    Disabling the 3rd chest's trap Thieves' tools 20 AtG
    Disabling the 1rst coffer's trap Thieves' tools 15 AtG
    Crossing the rope bridge while under fire Acrobatics 10 FoF
    Crossing the rope bridge while under fire, if one of the rope is cut Acrobatics 12 FoF
    Picking the lock of the prisoners' cage Thieves' tools 12 FoF
    Picking the rusted shut lock of the orc commons' iron gate Thieves' tools 12 FoF
    Picking the lock of the grand stair's door Thieves' tool 10 FoF
    Fighting the flames of the fire trap -- 10 (first check diminishes the flames, seconds put them out) FoF
    Disabling the fire trap Thieves' tools 12 FoF
    Deactivating the fire trap after having identified the activation mechanism Thieves' tools 10/td]
    [td]FoF
    Disabling the poison trap on the dwarven statue Thieves' tools 12 FoF
    Descending while walking in the cold stream Acrobatics 8 FoF
    Not falling on the slippery slope Acrobatics 10 FoF
    Picking the lock of the iron door of Durgeddin's halls Thieves' tools 18 FoF
    Picking the lock of the dwarven prison Thieves' tool 15 FoF
    Jaming the moving statue trap Thieves' tools 10 FoF
    Moving through 10 feet of masonry debris Acrobatics 10 SC


    Spoiler: Intelligence Checks
    Show
    INTELLIGENCE CHECKS
    Task Proficiency DC Module
    Relating some of the background of Sildar Hallwinter's mine History 15 LMoP
    Discerning the Redbrand's bridges are faulty Investigation 15 LMoP
    Recognizing the "Talon" magic sword and recalling its lore History 15 LMoP
    Recognizing Kost's tattoo as necromantic symbol Arcana 10 LMoP
    Recognizing Kost's red robes as being the ones of a Red Wizard of Thay History 10 LMoP
    Recognizing the statue in the ruins' town square is depiction Palien, hero at the time of the town's founding History 15 LMoP
    Identifying which deities were once revered in the chapel of Cragmaw Castle (check for cleric) Religion 10 LMoP
    Noticing the dungeon's map among the old tomes Investigation 12 LMoP
    Identifying the Brazier of Green Flame as the source of the magic suffusing the cave Arcana 15 LMoP
    Identifying of whom the god Dumathoin's statue is Religion auto-success if proficient LMoP
    Discovering the jewels on the statue of Dumathoin are fake Investigation 15 LMoP
    Determining the unlit torch in the guests' quarters is an illusion without touching it Investigation 15 AtG
    Determining the yellow mold in the treasure room is an illusion Investigation 15 AtG
    Determining one of the illusory walls' nature Investigation 15 AtG
    Deducing the fire trap's spouts are part of a trap Investigation 10 FoF
    Identifying the fire trap's activation mechanism Investigation 10 FoF
    Crafting alchemist's fire from the dregs in the fire trap's tanks Alchemist's supplies (must be proficient to try) 15 FoF
    Identifying the fungi spore threat Nature 10 FoF
    Identifying the unused doors' nature, near the moving statue trap Investigation 15 FoF
    Identifying the moving statue trap's mechanism Investigation 15 FoF
    Identifying that the stone was affected by acid Investigation 10 FoF
    Knowing that the Ashen Plain desolation is attributed to the long-ago rampage of the dragon Ashardalon History 15 SC
    Discovering the area around the pillars hosted many small campfires, the most recent one a month old. Investigation 10 SC


    Spoiler: Wisdom Checks
    Show
    WISDOM CHECKS
    Task Proficiency DC Module
    Recognizing that ~12 goblins have come and gone along a trail, with two human-sized bodies being hauled away. Survival 10 LMoP
    Finding a snare on the goblins' trail. Perception 12 LMoP
    Finding a pit trap on the goblins' trail. Perception 15 LMoP
    Hearing activities in nearby chambers within the Cragmaw Hideout Perception 15 LMoP
    Calming the wolves in the Cragmaw Hideout's kennels Animal Handling 15 LMoP
    Calming the wolves in the Cragmaw Hideout's kennels, if they're fed Animal Handling 10 LMoP
    Realizing Halia has ulterior motives for wanting the Redbrand bandits' leader dead Insight 15 LMoP
    Finding a Redbrand Hideout's secret door, when taking the time to search Perception 10 LMoP
    Finding the hidden satchel in the Redbrand Hideout's cistern Perception 15 (auto-success if cistern is probed) LMoP
    Finding the pit trap in the Redbrand's hall Perception 15 LMoP
    Hearing bugbears ordering goblins around by listening through the door Perception 10 LMoP
    Hearing enemies playing a game of knucklebones by listening through the door Perception 10 LMoP
    Hearing bubbling and dripping sound by listening through the door of the wizard's lab Perception 15 LMoP
    Finding the hidden chest among tree roots Perception 10
    Finding the hidden case in the herbalist's shop Perception 15 LMoP
    Finding the Axe-Bitter's orc camp Perception/Survival 15/10 LMoP
    Finding the tripwire in Cragmaw Castle's hall, if actively searching for traps Perception 10 LMoP
    Seeing the footpath to the hidden entrance in the ruined tower Perception 15 LMoP
    Finding an hidden entrance from outside Cragmaw Castle Perception 10 LMoP
    Noticing the chest in the ruined tower's second floor, from the first floor Perception 15 LMoP
    Hearsîng faint crunching and splintering sounds (ghouls being present) through a partially open door Perception 10
    Hearing the bugbears through the barricaded barracks' door Perception 10 LMoP
    Finding people's remain under heavy rubbles at the bottom of the rift Perception 20 LMoP
    Finding one of the secret doors in the Hill Giants' steading Perception 12 AtG
    Noticing the door hidden by the manticore hide Perception 20 (auto-success if you touch/look behind the manticore hide) AtG
    Finding the secret scroll tubes hidden in the pile of logs Perception 15 AtG
    Finding one of the secret doors in the Hill Giants' dungeon Perception 20 AtG
    Finding the second chest's trap Perception 20 AtG
    Finding the trap pit's trapdoor Perception 15 AtG
    Finding one of the the Glacial Rift's secret doors, which are covered by ice and snow Perception 20 AtG
    Finding the trap on the shield Perception 15 AtG
    Finding one of the Fire Giant stronghold's secret doors Perception 20 AtG
    Seeing the ballista's trapwire Perception 20 AtG
    Finding the strongbox's secret compartment Perception 20 AtG
    Finding the jade box's false bottom Perception 20 AtG
    Finding the 4th treasure trunk's trap Perception 20 AtG
    Finding the 3rd chest's trap Perception 20 AtG
    Finding the 4th chest's trap Perception 20 AtG
    Finding the 1rst coffer's trap Perception 20 AtG
    Finding's the false bottom of Obmi's chest Perception 15 AtG
    Finding the hidden arrow holes in the west alcove Perception 20 AtG
    Finding the chest's pressure plates in the west aclove Perception 20 AtG
    Finding the false bottom of the kennel's bucket Perception 15 AtG
    Identifying that the Empyrean has been drugged with a virulent variation of oil of taggit Medicine 15 AtG
    Noticing the trap's mechanism on the 3rd chest of the wererats' lair as the PC opens it Perception 20 AtG
    Finding the potion box's secret compartment Perception 20 AtG
    Noticing the spidersilk tripwire Perception 20 AtG
    Discovering that four booted humanoids came down and went to the forest within the last day Survival 10 FoF
    Traveling in the direction of the chimney by following the smoke Survival 10 FoF
    Finding the natural chimney in the hill by following the smoke Perception 10 FoF
    Spotting the old reptilian footprints and bear paw prints at the orc tunnel's entrance Survival 10 FoF
    Discovering the secret passage at the bottom of the Dark Mere Perception 12 FoF
    Hearing sounds of activities through one of Khundrukar's doors Perception 10 FoF
    Hearing quiet sounds through one of Khundrukar's doors Perception 15 FoF
    Noticing arrow slits on the path to the front door Perception 15 FoF
    Noticing one of the secret doors in the rift hall Perception 15 FoF
    Noticing the pressure plates to open the secret doors in the rift hall Perception 15 FoF
    Noticing the secret door near the archers' stations Perception 18 FoF
    Noticing the first secret door in the orcs' commons Perception 15 FoF
    Noticing the second secret door in the orcs' commons Perception 12 FoF
    Finding the cache behind the loose stone Perception 15 FoF
    Finding the leather sacks among the shaman's clutter Perception 10 FoF
    Noticing the secret exit on the west Perception 12 FoF
    Detecting the fire trap's spouts Perception 15 FoF
    Noticing the pressure plates that activate the poison gas trap on the dwarven statue Perception 15 FoF
    Discovering the secret door in the bunk room Perception 15 FoF
    Finding another cache behind another loose stone Perception ? 10 FoF
    Finding the footprints of reptilian creatures on the banks Survival 10 FoF
    Finding the ruby in the chief's chamber Perception 10 FoF
    Calming the troglodytes' bear Animal Handling (must be proficient) 15 FoF
    Identifying the fungi spore threat Survival 10 FoF
    Noticing the slime-covered slippery slope Perception 15 FoF
    Noticing the slime-covered slippery slope Survival 15 FoF
    Finding the old jailer's key in the grim Perception 10 FoF
    Determining from where the hammering sounds come, Perception 13 FoF
    Discovering the infrequently used trail Survival 13 FoF
    Noticing the axe strike marks from the trap on the floor Perception 15 FoF
    Noticing the secret stairwell door Perception 18 FoF
    Noticing the secret stairwell door, if the faint trail is found Perception 10 FoF
    Noticing the concealed chain ladder Perception 10 FoF
    Noticing the bedchamber's not-well-hidden secret door Perception 10 FoF
    Finding the bedchamber of the scholar's secret compartment Perception 15 FoF
    Identifying the tracks as being from a reptilian quadruped Survival 10 FoF
    Discovering the area around the pillars hosted many small campfires, the most recent one a month old. Survival 10 SC
    Finding the footprints of several humanoids and the tracks of rodents of unusual size leading down the ledge's stairs Survival 10 SC


    Spoiler: Charisma Checks
    Show
    CHARISMA CHECKS
    Task Proficiency DC Module
    Convincing bugbears the PCs are their Redbrand allies and to help them Deception 15 LMoP
    Getting the Cragmaw Castle's location from a captured bugbear Intimidation 15 LMoP
    Pretending to be a Redbrand new recruit when talking to the bandits in the common room Deception 10 LMoP
    Convincing the banshee diviner Agatha to answer one question, while being polite and respectful Persuasion 15 LMoP
    Convincing the hobgoblin Targor Bloodsword to not kill the PCs for having killed his leader Persuasion 15 LMoP
    Convinving Mormesk the wraith of the value of the PCs' bribe in exchange for their lives Persuasion 10 LMoP
    Tricking the Spectator the PCs are wizards or miners working for the Wave Echo Cave's owners sent to terminate the Spectator's employement Deception 15 LMoP
    Convincing the druergar spy Ghared to give information Persuasion 20 FoF
    Convincing the druergar spy Ghared to give information, with a suitable bribe Persuasion 10 FoF
    Last edited by Unoriginal; 2018-09-23 at 08:47 AM.

  2. - Top - End - #2
    Titan in the Playground
     
    Daemon

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Interesting. So far, the only values seen are

    10, 12, 15, and 20, 22, and 25.

    Most of the things at 20+ are likely (not knowing the module) supposed to be done narratively (find a key, find a map, etc).

    That reinforces my sense that DC 10 is for "normal" things and DC 15 is for "normal hard" things, with DC 20 for "non-standard" solutions to problems that shouldn't work normally.
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  3. - Top - End - #3
    Firbolg in the Playground
     
    LudicSavant's Avatar

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    Finding people's remain under heavy rumbles at the bottom of the rift
    Should that say rubble instead of rumbles?
    Last edited by LudicSavant; 2018-09-21 at 11:01 AM.
    Quote Originally Posted by ProsecutorGodot
    If statistics are the concern for game balance I can't think of a more worthwhile person for you to discuss it with, LudicSavant has provided this forum some of the single most useful tools in probability calculations and is a consistent source of sanity checking for this sort of thing.
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    Dwarf in the Playground
     
    OldWizardGuy

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Nice cheat sheet! My daughter has started a group and this is perfect for her DM screen

  5. - Top - End - #5
    Titan in the Playground
     
    Imp

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by ErHo View Post
    Nice cheat sheet! My daughter has started a group and this is perfect for her DM screen
    No it's not. Using it for a DM's screen is missing the whole point.

  6. - Top - End - #6
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    No it's not. Using it for a DM's screen is missing the whole point.
    You've done a great job compiling the information. I do want to say that right off the bat. But there shouldn't be a "wrong way" to use the information. It's a fact that these are the numbers used in Lost Mines of Phandelver. How someone uses those facts doesn't have to align with how you plan to.

    It could very well be that her group is starting with that very same module! I'm sure that's how plenty of groups started, it's fairly fleshed out.

    But I get what you're saying though. ErHo is saying "These are good!", and it seems like you're going more for "Let's see why these are bad", but we probably shouldn't be chastising people for using pre-determined information as a resource.
    Quote Originally Posted by KOLE View Post
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  7. - Top - End - #7
    Titan in the Playground
     
    Daemon

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Man_Over_Game View Post
    You've done a great job compiling the information. I do want to say that right off the bat. But there shouldn't be a "wrong way" to use the information. It's a fact that these are the numbers used in Lost Mines of Phandelver. How someone uses those facts doesn't have to align with how you plan to.

    It could very well be that her group is starting with that very same module! I'm sure that's how plenty of groups started, it's fairly fleshed out.

    But I get what you're saying though. ErHo is saying "These are good!", and it seems like you're going more for "Let's see why these are bad", but we probably shouldn't be chastising people for using pre-determined information as a resource.
    The "wrong way" is to blindly transplant numbers and assume that any similar thing has the same numbers based on a single sentence description. Looking for patterns? That's fine. Figuring out what works for your particular group (and realizing that there should be more DC 10 than 15 than 20 checks) is good. Using it as a crutch to avoid learning how to set them yourself? Not so good.
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    Orc in the Playground
     
    Imp

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    No it's not. Using it for a DM's screen is missing the whole point.
    What about just printing it and keeping it on the table behind the DM screen? Because if it ends up in a printable format then I will gladly do that.

  9. - Top - End - #9
    Titan in the Playground
     
    Imp

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    OP is not edited with Against the Giant's DCs.


    Quote Originally Posted by Man_Over_Game View Post
    But there shouldn't be a "wrong way" to use the information. It's a fact that these are the numbers used in Lost Mines of Phandelver. How someone uses those facts doesn't have to align with how you plan to.
    Using them as "cheat sheet" a context that is not the Lost Mines of Phandelver is a "wrong way" to use the information, in the sense that it makes the information irrelevant.

    Quote Originally Posted by Man_Over_Game View Post
    It could very well be that her group is starting with that very same module! I'm sure that's how plenty of groups started, it's fairly fleshed out.
    If the group is going through LMoP, those tables are a pretty atrocious way to go through the DCs, given that the DM would have to cross-reference both on a temportal and an ability axis to find a relevant information (ie they have to check where is the ability check happening anyway, in which case the module give them the DC already).

    Quote Originally Posted by Man_Over_Game View Post
    But I get what you're saying though. ErHo is saying "These are good!", and it seems like you're going more for "Let's see why these are bad", but we probably shouldn't be chastising people for using pre-determined information as a resource.
    I'm not saying "these are bad". I'm saying "there are what they are in this narrow context", and ErHo is saying "nice cheat sheet", which implies not using them in a narrow context.

    Quote Originally Posted by BeefGood View Post
    What about just printing it and keeping it on the table behind the DM screen? Because if it ends up in a printable format then I will gladly do that.
    Why? It holds no relevant information.

  10. - Top - End - #10
    Firbolg in the Playground
     
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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    I see what you mean now, good point. Apologies for the misunderstanding.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
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    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  11. - Top - End - #11
    Titan in the Playground
     
    Imp

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    In any case, thank you guys for the compliments.

    Quote Originally Posted by LudicSavant View Post
    Should that say rubble instead of rumbles?
    It should, yes. Thanks.

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    Bugbear in the Playground
     
    Erys's Avatar

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    You have a couple Perception DCs under Dexterity checks... is that intentional?

    I do not have the modules to look.

  13. - Top - End - #13
    Titan in the Playground
     
    Imp

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Erys View Post
    You have a couple Perception DCs under Dexterity checks... is that intentional?

    I do not have the modules to look.
    Nope, those are typos due to the forum's editing interface.

  14. - Top - End - #14
    Titan in the Playground
     
    Imp

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    The DCs of Forge of Fury are now all done.

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    Pixie in the Playground
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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    This is cool, excellent work so far! Is it possible to do a quick sort by DC so that they are in ascending order (even if you keep them grouped by module)?
    Last edited by Hadoken; 2018-09-22 at 09:51 PM.

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    Ettin in the Playground
     
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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    Using them as "cheat sheet" a context that is not the Lost Mines of Phandelver is a "wrong way" to use the information, in the sense that it makes the information irrelevant.
    Woah. Wait. What?

    You're going to have to explain this just a little more, because what you're saying lacks any kind of sense to me. This list telling us that bashing an iron door down should probably be in the 20-25 DC range for a Str check, unless you want it to be otherwise is a useful guide, taken out of the context of the adventure they're in. To say otherwise is...a bit weird?
    I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by JellyPooga View Post
    Woah. Wait. What?

    You're going to have to explain this just a little more, because what you're saying lacks any kind of sense to me. This list telling us that bashing an iron door down should probably be in the 20-25 DC range for a Str check, unless you want it to be otherwise is a useful guide, taken out of the context of the adventure they're in. To say otherwise is...a bit weird?
    That list is NOT telling you that.

    One, does not tell you what the DC of anything "should" be, not even probably.

    Two, if you read the list, you can see that the exemple DCs for forcing open different iron doors in different contexts go from 15 to 25 (at the time I've written this post, anyway) , which demonstrates that there is no "DC to force open an iron door" in 5e, and that trying to use those exemples out of context is not useful.

    Like always in 5e, what matters is the answer to "is this particular task very easy, easy, medium, hard, very hard, or near impossible in this context?" The writers of those different adventures decided that various irons would be of medium difficulty, while others very hard.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    A non-comprehensive list of things that might materially differ, even if the door itself is identical:

    • Location. Is it located somewhere where you have plenty of room to swing/run? Is it located somewhere where the environment (salt air, etc) might weaken the hinges/door?
    • Door frame. You don't need to break the door if you can rip the hinges from the frame.
    • "Locking" mechanism. A bar with brackets set in stone is going to be much harder to break than a simple latch.
    • Maintenance. One that's well-taken-care-of will differ materially from one that's been neglected for centuries.


    Moving beyond identical doors, the following all would count (for these purposes) as an "iron door":
    • A shoddy iron-banded door, rusted and with warped wood that doesn't fit well in its frame.
    • A masterpiece, dwarf-wrought iron vault door with embedded spider-bolts, set into a stone frame.
    • Anything in between and many other things.


    There isn't a generic, central casting "iron door". There is only this door and that door.
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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by PhoenixPhyre View Post
    A non-comprehensive list of things that might materially differ, even if the door itself is identical:

    • Location. Is it located somewhere where you have plenty of room to swing/run? Is it located somewhere where the environment (salt air, etc) might weaken the hinges/door?
    • Door frame. You don't need to break the door if you can rip the hinges from the frame.
    • "Locking" mechanism. A bar with brackets set in stone is going to be much harder to break than a simple latch.
    • Maintenance. One that's well-taken-care-of will differ materially from one that's been neglected for centuries.


    Moving beyond identical doors, the following all would count (for these purposes) as an "iron door":
    • A shoddy iron-banded door, rusted and with warped wood that doesn't fit well in its frame.
    • A masterpiece, dwarf-wrought iron vault door with embedded spider-bolts, set into a stone frame.
    • Anything in between and many other things.


    There isn't a generic, central casting "iron door". There is only this door and that door.
    Indeed. I'm listing DCs for individual situations, not platonic ideals.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    Indeed. I'm listing DCs for individual situations, not platonic ideals.
    And I'd be willing to bet (since I don't have the modules themselves to check) that the rest of the circumstances described there (beyond a simple 1 sentence description) make it clear(er) why some are easier/harder than others.

    It's all about the totality of the circumstances. No single-sentence/single-phrase description can pin things down enough, at least if you care about having a living world where things make sense in context.
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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by PhoenixPhyre View Post
    And I'd be willing to bet (since I don't have the modules themselves to check) that the rest of the circumstances described there (beyond a simple 1 sentence description) make it clear(er) why some are easier/harder than others.

    It's all about the totality of the circumstances. No single-sentence/single-phrase description can pin things down enough, at least if you care about having a living world where things make sense in context.
    Well, if you take into account all the circumstences, sure, you can probably see the reasons fot the DCs, but most of the instances don't have big explanations, because it's not interesting. It's more "this is a blocked door in this long ruined village, Strength check DC 10 to open " or "this is the door of a Fire Giant stronghold, picking the lock with thieves' tools is Dexterity check DC 20", with the fact the Fire Giants have expert craftspersons being only implied to have an incidence.

    Some don't have nor need explanations, such as why finding the tracks of the rodents of unusual size on the Sunless Citadel's ledge is a DC 15 Wisdom check with Survival proficiency applying, it's just the DC implying doing so is not easy.
    Last edited by Unoriginal; 2018-09-23 at 09:20 AM.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    That list is NOT telling you that.

    One, does not tell you what the DC of anything "should" be, not even probably.

    Two, if you read the list, you can see that the exemple DCs for forcing open different iron doors in different contexts go from 15 to 25 (at the time I've written this post, anyway) , which demonstrates that there is no "DC to force open an iron door" in 5e, and that trying to use those exemples out of context is not useful.

    Like always in 5e, what matters is the answer to "is this particular task very easy, easy, medium, hard, very hard, or near impossible in this context?" The writers of those different adventures decided that various irons would be of medium difficulty, while others very hard.
    Context is important, yes, but as a rough guide this list is telling the newbie, the uninitiated, the unsure, that an iron door should probably be harder to break down than your average wooden door. Now, that seems pretty obvious to most of us, but for someone who isn't an experienced GM, a list of published DC's for a variety of things, many of which are similar circumstances, it's a useful guide to have handy. Just a cursory look gives a correlation between, to use the example, iron doors that they're usually in the 20-25 range, sometimes a little lower. This is a useful thing. Your claiming that it isn't, whether or not that's the intention of the compilation, is wilful ignorance of potential.
    I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.

    Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by JellyPooga View Post
    as a rough guide this list is telling
    This list is NOT a "rough guide", nor is it telling anything of the sort.

    Quote Originally Posted by JellyPooga View Post
    the newbie, the uninitiated, the unsure, that an iron door should probably be harder to break down than your average wooden door.
    A newbie, uninitiated or unsure person should learn that the DC does not depend on that kind of things.

    Also, no, you're incorrect. This list show several exemples of wooden doors being harder to force open than some of the iron ones. Just to prove there is no correlation.

    Quote Originally Posted by JellyPooga View Post
    it's a useful guide to have handy.
    No, it isn't. Unless you need a guide to tell you hard tasks are hard and easy tasks are easy.

    Quote Originally Posted by JellyPooga View Post
    Just a cursory look gives a correlation between, to use the example, iron doors that they're usually in the 20-25 range, sometimes a little lower.
    Incorrect. This is not the result looking at the exemples shows.

    Quote Originally Posted by JellyPooga View Post
    is wilful ignorance of potential.
    Don't claim I'm willfully ignorant. You're willfully ignoring the very purpose of this thread, my OP, the data on the list you claim is useful, and 5e's basic design, because you're trying to shove the square peg that is a 3.X-like skill system into the round hole that is the 5e ability check system.
    Last edited by Unoriginal; 2018-09-23 at 03:48 PM.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    I think an adventure DC list has been compiled here before, my google-fu fails me however.

    Edit: Wait, found one! It doesn't leave references though I'm sure others have.
    Last edited by Kane0; 2018-09-23 at 04:35 PM.
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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    You're willfully ignoring the very purpose of this thread, my OP, the data on the list you claim is useful, and 5e's basic design.
    The purpose of the thread is irrelevant. The utility of the information is. If 5 entries say "iron doors have a DC in the 20-25 range" and one says "this iron door is DC 15", then you can take from that, that iron doors are usually going to be pretty tough and that "pretty tough" should be a DC of 20+. That's useful, regardless of your intention.

    Iron doors notwithstanding, they're just an example. There's other things on that list that might not be as obvious as to what DC you should, or want, to set. As a guide, it's a useful list. I'm repeating it, because of how vague it is. Breaking an iron door is obviously more difficult than a wooden one, but is lifting an iron grate harder than breaking a wooden door? that's not so obvious. Yes, you can change the scenario from a wooden door to an iron door is an option to make the difficulty easier, but that's not an obvious option to a new GM.
    I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.

    Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Kane0 View Post
    though I'm sure others have.
    Well if you find them feel free to post them.

    Quote Originally Posted by JellyPooga View Post
    The purpose of the thread is irrelevant.
    Well keep insulting my work, go on. It makes this conversation even more charming.

    Quote Originally Posted by JellyPooga View Post
    If 5 entries say "iron doors have a DC in the 20-25 range" and one says "this iron door is DC 15", then you can take from that, that iron doors are usually going to be pretty tough and that "pretty tough" should be a DC of 20+. That's useful, regardless of your intention.
    The bloody PHB already tells you that hard tasks are DC 20+, and no, even if there was a thousands exemples of iron doors, it wouldn't tell you anything. The idea that iron objects are tough is common sense, it doesn't depend on a list, and it doesn't inform anything aobut the DC to force open this particular door in those particular circumstances.

    Quote Originally Posted by JellyPooga View Post
    There's other things on that list that might not be as obvious as to what DC you should, or want, to set.
    This list does not give DC that you "should" or "want" to set. You can decide ANY task is ANY DC.

    Quote Originally Posted by JellyPooga View Post
    Breaking an iron door is obviously more difficult than a wooden one
    Except when it isn't. Like several of the exemples on the list.


    Quote Originally Posted by JellyPooga View Post
    but is lifting an iron grate harder than breaking a wooden door? that's not so obvious.
    And this list won't give you any answer with that, because it will only treats of specific iron gates and specific wooden doors in specific context, and the various instances will have different DCs.

    Quote Originally Posted by JellyPooga View Post
    Yes, you can change the scenario from a wooden door to an iron door is an option to make the difficulty easier, but that's not an obvious option to a new GM.
    No, you don't change the door from wood to iron to change the difficulty, you change the DC because you are the DM and so it's you who decides the DC, not a bloody list.
    Last edited by Unoriginal; 2018-09-23 at 05:53 PM.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by Unoriginal View Post
    Well keep insulting my work, go on. It makes this conversation even more charming.
    You think I'm insulting you? I'm saying your compilation has actual, useful application for newer GM's and players who might not know where/how to spit-ball or set DC's in their campaigns because they don't have experience doing so and that a list of published DC's might actually be useful to get an idea of what DC might be appropriate for what they have in mind.

    You want to deny your list has application because "DC's are only ever as hard as you want them to be"? That makes your list completely without application and therefore useless. Yes, a GM should set whatever DC they feel appropriate for the encounter they have in mind. At the same time, an experienced GM doesn't break immersion by having the players come across an iron-clad, heavily bolted door which is easily broken by a DC:10 Str check, when it took a DC:25 check to break down the mouldy, worm-ridden door they tried to break down last time.

    Carry on bigging up how pointless your OP is if you like, but I'm out.
    I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.

    Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    I’m having a tough time not seeing this list as useful for setting DCs in my campaign.What might help is for OP to give an example of how it is intended to be used. That might help me see the difference.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Quote Originally Posted by BeefGood View Post
    I’m having a tough time not seeing this list as useful for setting DCs in my campaign.What might help is for OP to give an example of how it is intended to be used. That might help me see the difference.
    Ask yourself this: why would it be useful to set DCs in your campaign?

    Answer: it wouldn't. You don't go "this is an iron door, the list says iron doors have a DC of 15, so this has a DC of 15". Going like that is contrary to the core concepts of 5e.

    As this list plainly shows, the tasks' DCs are not established like that. For example, the Redbrand hideout's doors in LMoP, made mainly of wood, take a STR check DC 20 to force open, while the orc commons' iron door in FoF take a STR check DC 15 to do the same, while the troglodyte's the mud-and-wattle door after it's been secured, in the same adventure, also has a DC of 15

    5e doesn't have a "X generic task has Y DC" mindset. You decide what is the appropriate difficulty for the specific task in a specific context, as in, should it be easy, medium, hard, etc, and then give the DC.

    This list is just an attempt at data gathering to show why it is pointless to try and go "X task has Y DC" because people are stuck on a 3.X style skill system which has nothing to do in 5e.


    Maybe I should just give up and delete it. Probably for the best.
    Last edited by Unoriginal; 2018-09-25 at 05:16 PM.

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    Default Re: [WIP] Ability Check DC Masterlist: All the ability check DCs from official advent

    Found another one.
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