In Pathfinder First Edition, it was pretty common to see results broken up by 5s. Failed to climb that wall? If you failed by 5 or more, you'll fall. Failed to disable a trap? If you failed by 5 or more, you accidentally set it off. I saw plenty of tables, such as for information gathered while investigating something, that came in units of 5: If you got a result of 15 or higher on your Perception/Diplomacy/whatever, you learned X. If you got a 20 or higher, you also learned Y. If you got a 25 or higher, you also learned Z.
Pathfinder Second Edition has moved away from this in favor of results broken up by 10s. This is baked more into the system, since you get a critical success by beating a DC by 10 or more, and you get a critical failure by failing the check by 10 or more. If you get a critical failure while picking a lock, for example, your picks break (or, put another way, you take damage in silver pieces).
You can still use tables broken up by less than 10 in Pathfinder Second Edition, you just need to keep in mind that the structure of the game expects certain rewards in increments of 10. So you could build a table with results in units of 5, for example, but it would feel a little strange to have them in, say, units of 3. You could still do it, but players who beat the DC by exactly 10 wouldn't get anything for doing so. And they should get something for that.
Here's an example from an older adventure of mine that I'm slowly converting from Pathfinder First Edition to Pathfinder Second Edition. In it, the heroes are trying to stealthily reconnoiter a lizardfolk village. I have lots of discrete pieces of information about the village to impart, and I thought about a few different levers to move the knowledge gained up or down a table full of information. Here's what I came up with:
The heroes might surreptitiously observe the village of Tenteeth from a distance, to assess the village’s layout and defenses. The village does not have walls, as the lizardfolk live peaceably within the forest and rely on their scouts to detect dangerous predators in the area.
If the heroes want to scout the village, ask whether each character wants to remain far out of sight, lurk at the edge of the tree line, or creep within a few yards of the village huts. You should let the players know that moving closer to the village requires more difficult Stealth checks, but makes it easier to learn additional information. The heroes can also split up to remain at various distances, based on their relative confidence with their Stealth skills.
Heroes remaining back out of sight must succeed at a DC 5 Stealth check to remain hidden. Heroes lurking within the edge of the trees must succeed at a DC 10 Stealth to remain hidden. Heroes who creep to within a few yards of the village huts must succeed at a DC 20 Stealth check to remain hidden. A hero who critically succeeds at the Stealth check can improve the result of another hero's Stealth check by one degree of success (turning an ally's failure into a success, for example).
If any hero's Stealth result is a failure, three cautious lizardfolk defenders investigate to take care of any trouble; see Encounter XYZ, below. On a critical failure, six lizardfolk defenders arrive instead.
So long as the heroes remain undetected, they can observe the village carefully. Allow each hero to attempt a DC 14 Perception check and consult the table below with the hero's check result. A hero learns all the information up to and including their Perception check result. Heroes lurking at the edge of the trees gain one additional observation beyond their result. Heroes within a few yards of the village gain two additional observations beyond their result instead. On top of this, any character whose Perception check is a critical success gains an additional observation as well.
Perception Check Result: Observation
14: There are between 20 and 30 lizardfolk in this village. Most of them live singly or in pairs in the huts around the village. The open area in the center is a corral for about a dozen shaggy, eight-legged ponies with spider-like compound eyes.
16: The largest hut, to the south, seems to be some sort of meeting hall and seems currently unoccupied.
18: A large, ruined building to the north appears to be used for storing supplies. Its stone roof apparently crumbled away long ago, but has been recently thatched.
20: The northernmost hut is the home of several lizardfolk scouts; the lizardfolk there seem more alert.
22: The ruined tower to the east seems to have been remade into a dwelling.
24: The ruined tower seems to be the home of the tribe’s leader. He is a stout but not particularly large lizardfolk, and seems to be respected by the tribe. You overhear one of the lizardfolk call him “Sarsel.”
26: Sarsel spends most of his time in his home, venturing out only rarely and for short periods of time to interact with other members of the village.
28: The tribe’s leader, Sarsel, carries a strange-looking shield. This shield seems to be a slab of stone with three serpent heads on it. Show the players Handout 2. (If the heroes have already examined the carvings on the crypt in Act 4, they realize that the snake heads on Sarsel’s shield match the three serpent heads carved there.)
30: The lizardfolk avoid the run-down hut to the east of the corral, as though it contains something dangerous. A low growl issues occasionally from inside that hut.
32: Glimpses of movement within the hut that the other lizardfolk avoid shows that a single truly massive lizardfolk lives there. Old bones and bloodstains indicate that this large lizardfolk has significantly poorer hygiene than the other lizardfolk of the village.
34: You overhear some lizardfolk refer to the massive lizardfolk as "Gutchewer." Gutchewer doesn't ever seem to leave his hut. You get a sense that the other lizardfolk consider that a good thing, and that they're really afraid of Gutchewer.
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