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Cake day: June 11th, 2023

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  • It’s actually not that hard! There’s only a handful of core rules to know for every session and the rest you can learn as you go.

    Attacks and spell attacks: 1d20+prof (proficiency bonus)+ability+special bonuses (items, buffs, etc)
    Ability checks: 1d20+ability. If it’s a skill check you have proficiency in, add +prof.
    Saving throws: 1d20+ability, +prof if you’re proficient in that saving throw.
    Note: all of these bonuses are summed up on your character sheet under your spellcasting page, your weapons, skill lists and saving throw lists.

    In encounters you can do the following: Action (extra attack included in 1 action), Bonus Action, Reaction, Movement, Item Interaction, and any number of Free Actions.

    DCs for figuring out how hard something easy:
    5: very easy, most people can do this most of the time
    10: easy, people trained can reliably do this
    15: medium, decent odds if skilled
    20: hard, rare success unless very skilled
    25: very hard, rare success even with highly skilled
    30: nearly impossible, heroic aptitude still fails most of the time
    35: godly, the highest DC likely to see. impossible without epic amounts of skill and even then very unlikely. even demigods may fail





  • It’s more that it’s just more work for the DM in this case. Every time a skill check is called or considered, the DM has to reconsider if the character considers this a routine or trivial task. You can see this in the stats: if the character’s modifier is 5 or less than the DC, it’s trivial. But you also must consider even without a high mod vs DC, is this a task the character has performed hundreds of times before? I try not to come up with solutions, or utilize WOTC solutions that make a lot more work for the DM. Especially if there’s already a rule or slight tweak that makes sense and prevents this work: in this case, no crits for skill checks.


  • Yes. Pathfinder 2e has a good one.

    Rolling a nat 1 or 20 doesn’t mean Critical success/failure. It means it moves the success status up or down one: Critical success, success, failure, critical failure. In addition, that game also specifies that a critical is also achieved by your result being +/- 10 of the result.

    So if you’re attempting a DC 35 check (arguing with a god, let’s say) with a +2 mod, a nat 20 would get you a result of 22, a critical failure. But a nat 20 bumps it up one success, so you get a regular failure. Whereas if the DC was 25, a 22 is still a failure but your crit means it’s a regular success.

    This has middling applications in D&D 5e, though. PF2e’s DCs and skill bonuses are not constrained by 5e’s Bounded Accuracy. So they can vary a lot more. In D&D’s case I had to pull pretty much the highest possible DC the game suggests so there’s not a lot of use cases for this. But it’s still a better system for including criticals on skill checks. And this is why 5e doesn’t have them normally.











  • Fuses don’t dissipate electricity. They pass electricity and then blow when exceeded. Blowing is either flipping off (like your breaker) or breaking (like replaceable fuses). The point of a fuse is to be the weakest link so if a surge occurs it doesn’t damage equipment or wiring.

    In the case you described, they were looking for a load (where energy is used or dissipated to do work) to absorb that much energy at once. There might be a fuse that could withstand that kind of load; there was wiring that could afterall. But if the shield system could absorb the full power of an overloaded warp core, it might not have needed one if there was no downside to overcharging it.


  • The Bajoran economy is not post-scarcity

    So I understand the above items (latinum being the most important and fungible) being non-replicatable. But at the point where Starfleet is permanently on your station and has easy access to both replicators and infinite energy, why aren’t the Bajorans also post-scarcity? You’d think that tech, while powerful, is a far more important thing to trade for and Starfleet has an incentive to uplift societies it isn’t at war with to prevent scarcity wars and instability.


  • Don’t write every part of your adventure in advance. Unless you and your players are OK with some strong railroad tracks or agree to follow plot hooks, it’s a recipe for wasted content.

    That doesn’t mean write an adventure or campaign, it means write an outline and the next session or three of content and then see where the party starts to go. A good thing to get in the habit of is ending a session right after a major decision has been made, especially if it pertains to traveling. Try to align the end of a session with the party’s decision on what cave, cellar or town to travel to next. Then you can prep it as needed.