How to Choose DCs for Your 5e Game
Here's a quick way to determine the difficulty class (DC) when characters attempt to accomplish a risky endeavor in your 5e RPG.
Think about the situation in the game's world. Then ask yourself, on a scale of 10 to 20, how hard would this action be to pull off? Pick a number and go with it.
Between 10 and 20DCs can go as low or as high as you want, but there are practical limits. Below 10 and it's not worth rolling �����just let the characters accomplish their goal. Above 20 might make sense when an objective is really hard but still possible. Trained characters with high ability scores can still hit DCs above 20, but not often. Sometimes it's better to just say something's impossible if it's really not possible.
Otherwise, picking a number between 10 and 20 works just fine.
Advice from the Dungeon Master's GuideBuried way in the back on page 238 of the 2014 Dungeon Master's Guide, we find useful advice on choosing DCs:
Don't Overthink It
If you���ve decided that an ability check is called for, then most likely the task at hand isn���t a very easy one. Most people can accomplish a DC 5 task with little chance of failure. Unless circumstances are unusual, let characters succeed at such a task without making a check.
Then ask yourself, ���Is this task���s difficulty easy, moderate, or hard?��� If the only DCs you ever use are 10, 15, and 20, your game will run just fine. Keep in mind that a character with a 10 in the associated ability and no proficiency will succeed at an easy task around 50 percent of the time. A moderate task requires a higher score or proficiency for success, whereas a hard task typically requires both. A big dose of luck with the d20 also doesn���t hurt.
If you find yourself thinking, ���This task is especially hard,��� you can use a higher DC, but do so with caution and consider the level of the characters. A DC 25 task is very hard for low-level characters to accomplish, but it becomes more reasonable after 10th level or so. A DC 30 check is nearly impossible for most low-level characters. A 20th-level character with proficiency and a relevant ability score of 20 still needs a 19 or 20 on the die roll to succeed at a task of this difficulty.
Don't get your head too wrapped up around DCs. Go with your gut. Think about the difficulty of the situation in the world and choose a number.
Don't Set DCs Based on the CharactersDon't set your DCs based on the characters, their proficiencies, or other abilities they have. If they're good at something, let them be good at it. Choose DCs regardless of who's attempting it. An approach might change a DC. If you're trying to intimidate the lich (DC 32), that may not work out very well, but flattery might (DC 14)! Just because the bard has a +12 in Persuasion doesn't mean the lich becomes harder to flatter.
Keep Your Head in the WorldThis advice feeds into a bigger tip ��� keep your head in the game's world. Think about things from inside the world. What is it really like there? How hard are the situations the characters attempt? What are the NPCs really like?
5e games are about building a world and wrapping it in DCs against which the characters attempt actions using their ability bonuses, skill proficiencies, and a d20 roll. Every rock, every crevasse, every locked door, every scowling bar bouncer ��� they all have little DCs floating over them. All you have to do is look at them in the context of the world and read what they say.
Imagine the situation in the world and choose a number between 10 and 20.
Helping Jennell JaquaysEsteemed D&D designer Jennell Jaquays, the inspiration for many fantastic dungeon design principles, is battling some difficult medical conditions and could use your help. Please help her out on the GoFundMe set up by her wife.
More Sly Flourish StuffThis week I posted a couple of YouTube videos on Running I6 Ravenloft with the Shadowdark RPG and Prepping Mysteries with the 8 Steps.
Last Week's Lazy RPG Talk Show TopicsEach week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:
Arcane Library Bundle of HoldingLevel Up Advanded 5e SRD in the Creative CommonsPlanescape Adventures in the MultiverseThe MortuaryLazy GM Screen Sheets and a Forge of Foes Monster Stat AppMusic Playlists for Your GamePatreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers:
Pacing High-Level CampaignsRunning Two Campaigns with the Same Setting and StoryRPG TipsEach week I think about what I learned in my last RPG session and write them up as D&D tips. Here are this week's tips:
Use the 13th Age ���escape��� rule. The group can run from combat, avoiding further attacks and collecting downed allies but at the cost of a significant shift in the story.Let enemies retreat when you think it makes sense to them to do so.Use the simplest tools you need to help you run your game.Take a deep breath. Your friends love you and want to have a great time. You���re all on the same side sharing an awesome story together.Worry less about the TTRPG industry news and the larger zeitgeist and focus on running an awesome game for your friends.Spill too many secrets.Clarify out of game what the characters learned in-game.Related ArticlesConverting Adventures Between SystemsFocus Extra Prep Time on the CharactersBuild from the Characters OutwardsGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic LocationsHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
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