### **1. What is a DC?** - A **DC** is the number assigned to a specific task or challenge by the DM. - When a character or creature attempts an action, they roll a d20 and add any relevant modifiers (such as skill, proficiency, or ability modifiers). - If the total equals or exceeds the DC, the action succeeds. Otherwise, it fails. ### **2. Types of Rolls That Use DCs** 1. **Ability Checks**: - Determine success in non-combat tasks like climbing, deciphering a puzzle, or recalling lore. 2. **Skill Checks**: - Specific ability checks tied to a skill, such as Dexterity (Stealth) or Intelligence (Arcana). 3. **Saving Throws**: - When a creature tries to avoid a harmful effect, it rolls a saving throw against a spell’s or ability’s DC. 4. **Contests**: - When two creatures oppose each other, each makes a roll, and the higher result wins. ### **3. Setting a DC** | Difficulty Level | DC | Description | | ----------------- | --- | ----------------------------------------------- | | Very Easy | 5 | Almost anyone can succeed. | | Easy | 10 | Simple tasks requiring minimal effort. | | Moderate | 15 | Tasks requiring skill or training to complete. | | Hard | 20 | Tasks that challenge even skilled characters. | | Very Hard | 25 | Tasks that are extremely difficult. | | Nearly Impossible | 30 | Tasks that are almost beyond mortal capability. | --- ### **4. Modifying DCs** The DM may adjust DCs based on circumstances, environment, or tools available. #### **Circumstantial Modifiers** 1. **Advantageous Conditions**: - Lower the DC if the situation makes the task easier. 2. **Disadvantageous Conditions**: - Increase the DC if the situation makes the task harder. #### **Tools and Assistance** - Proficiency with tools (e.g., thieves' tools for picking a lock) or teamwork may lower the DC or grant advantage. ### **5. DCs for Spell Effects** Spells and abilities that require saving throws often specify their own DCs, calculated as follows: #### **Spell Save DC** Spell Save DC= 8 + Proficiency Bonus+ Spellcasting Ability Modifier ### **6. Rolling Against a DC** The steps to resolve a DC are: 1. Roll a **d20**. 2. Add relevant modifiers (e.g., ability score modifier, proficiency bonus). 3. Compare the total to the DC: - Equal to or greater than the DC: Success. - Less than the DC: Failure. ### **7. Passive DCs** A **Passive DC** can be used when an action doesn’t require rolling, such as sneaking past an inattentive guard. #### **Passive Perception Example** - Passive Perception = 10 + Wisdom(Perception)Modifier ### **8. Special Situations** #### **Group Checks** - When a group attempts a task (e.g., crossing a rickety bridge), the DM may call for a group check. - Success: Half or more of the group succeeds. - Failure: More than half of the group fails. #### **Retrying a Check** - Some tasks allow retries, but the DM may impose consequences or increase the DC for repeated attempts. #### **Contested Rolls** - DCs can represent the results of opposing actions.