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<blockquote data-quote="Jester David" data-source="post: 7422211" data-attributes="member: 37579"><p>True. But your argument assumes the cleric and wizard have a low Dex. </p><p>A trickster domain cleric might have a Dex that's their second or third highest Stat, rocking a total bonus of +4 vs the rogue's +5. (As the math of the game doesn't assume a 20 or an optimised rogue. A 16 is usually the highest you're assumed to have, as you can't get higher than 15 with point buy.) </p><p></p><p>So the difference isn't as large as you make it out to be. It's only a 5% to 10% lower success rate. Even an optimised rogue with a 20 at level one is only 15% better at picking locks. </p><p></p><p>And because of bounded accuracy, the DC of those locks doesn't get higher and higher, so your odds increase as you level up. It's a viable route if the player wanting to be the blaster is a warlock or fighter rather than a rogue and you still want to get passed doors. </p><p></p><p></p><p></p><p>That's always been a quirk of D&D. Who didn't have a story of the fighter failing a bend bars/lift gates check followed by a wizard nailing their roll?</p><p></p><p>It's certainly more of a feature/bug in 5e. </p><p></p><p>It's arguably better than 3e or 4e where you either have a climb DC that challenges the fighter but the rest of the party cannot succeed or you have a climb DC that the wizard might be able to make but the fighter doesn't even have to roll for. Ditto sneaking where either half the party is auto-detected or the rogue rolls a 1 and still succeeds. Where all the numbers increased pretty much for the sake of higher numbers, and you always had to keep dumping skill ranks into a skill to stay competitive. </p><p>But if you blew the check, there was no way for the party to find another way because the DC was so high no one else had a chance.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7422211, member: 37579"] True. But your argument assumes the cleric and wizard have a low Dex. A trickster domain cleric might have a Dex that's their second or third highest Stat, rocking a total bonus of +4 vs the rogue's +5. (As the math of the game doesn't assume a 20 or an optimised rogue. A 16 is usually the highest you're assumed to have, as you can't get higher than 15 with point buy.) So the difference isn't as large as you make it out to be. It's only a 5% to 10% lower success rate. Even an optimised rogue with a 20 at level one is only 15% better at picking locks. And because of bounded accuracy, the DC of those locks doesn't get higher and higher, so your odds increase as you level up. It's a viable route if the player wanting to be the blaster is a warlock or fighter rather than a rogue and you still want to get passed doors. That's always been a quirk of D&D. Who didn't have a story of the fighter failing a bend bars/lift gates check followed by a wizard nailing their roll? It's certainly more of a feature/bug in 5e. It's arguably better than 3e or 4e where you either have a climb DC that challenges the fighter but the rest of the party cannot succeed or you have a climb DC that the wizard might be able to make but the fighter doesn't even have to roll for. Ditto sneaking where either half the party is auto-detected or the rogue rolls a 1 and still succeeds. Where all the numbers increased pretty much for the sake of higher numbers, and you always had to keep dumping skill ranks into a skill to stay competitive. But if you blew the check, there was no way for the party to find another way because the DC was so high no one else had a chance. [/QUOTE]
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