3 ms·
> So what’s the DC of the check to get the guard to agree? Depends on the situation. In situation 3, if all those things are factual and known, then for me it'
by TheCleric 4y ago
> So what’s the DC of the check to get the guard to agree?
Depends on the situation. In situation 3, if all those things are factual and known, then for me it's a non-roll. Guaranteed to succeed. Otherwise it would depend on what's going on in the game. Are the guards on alert? Drunk? Etc.
I'd start with a harder baseline (say 15-18 since guards aren't in the habit of handing out keys), and adjust from there. On alert? +7-10. Drunk? -5.
If the situation renders something impossible, then it's a non-roll and I explain why.
So not everything is a roll, but things that have a chance of success or failure (at DM's discretion) should be given a chance at that success or failure. Just like adjudicating anything else (I want to tame this wolf; I want to jump out of this 2nd floor window; Etc.)
All I'm saying is I don't like factoring in the player's ability (or inability) to perform those tasks in the outcome, as that's unfair.
- fauxpause_ 4y agoIf you agree that 3 makes for an easy roll, then it’s only an easy roll if you remember it and have thought it all through. If the player points it out when asking the guard, they have achieved the same outcome by making sure you and the guard you are role playing understand the situation via real world persuasion. You’ve just shifted the burden of persuading the guard via roleplay to persuading the dm via contextual reminders which is less cool.