If you check my comment, I will show you my current Dying condition that I have been able to test on the field.

It’s 80 % the one from XP to level 3, with a few things changed and actually used in a DND game :)

Enjoy

  • Khrux@ttrpg.network
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    1 year ago

    I realised you were talking about PF2e after reading other comments, I’m not too familiar with its rules so I didn’t recognise it.

    Are flat checks not altered by features that alter all checks in PF2e? There is no ‘flat’ terminology in the RPGs I’m familiar with so I just presumed it would be altered as it would be in 5e.

    • THJr@ttrpg.network
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      1 year ago

      Yeah, in PF2E a flat check is used when you want something to be completely unmodified. A DC10 flat check would be a 55% chance for everyone.

      • Khrux@ttrpg.network
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        1 year ago

        Outside of this case, when do they come in use? It seems like an unconventional design choice as it’s basically chance, outside of the occasional luck check or death saves, where does it come up?

        I’m mostly asking as my experience is very 5e centric.

        • THJr@ttrpg.network
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          1 year ago

          The common ones besides death saves are hindered attacks. When grappled you have to make a DC5 flat check in order to get an attack in (grappled being different from restricted, which means you’ve essentially been pinned and are unable to attack).

          Attacking a hidden creature (you know roughly where it is) requires you make a DC 11 flat check.

          Attacking an undetected creature (no idea where it is at all) requires you make the same flat check but rolled blindly, so you won’t know if your damage actually hits the creature or not.

          There are other cases for flat checks, some random encounter tables use them for example, but they mostly tend to be GM oriented rather than player oriented.