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Living 4th Edition
Character Generation - Regional Benefits
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<blockquote data-quote="covaithe" data-source="post: 4430373" data-attributes="member: 46559"><p>I disagree. Well, I disagree that insight and monster lore are lame. Obviously perception is good, but in any kind of roleplaying-intensive game, insight is going to be better. In any game with monsters that aren't straight out of the MM, or if (god forbid) the player hasn't memorized the MM, then monster lore is going to be an effective contribution. Remember that you don't have to hit a 25 to be useful; 15 gets you types and 20 gets you powers. </p><p></p><p></p><p>Perhaps not more powerful, but... I don't think you can just dismiss it as lame or irrelevant. +4 to diplomacy vs. undead, now <em>that</em> is pretty lame.</p><p></p><p></p><p>As written, you get to reroll <em>every day</em>. If the game fits the common pattern of adventurers meeting in the inn and agreeing to do something, shopping, and leaving in the morning, then that's at least three rolls: the initial off-the-top-of-the-head knowledge check, the immediate reroll from going to the library, and another from going to the library in the morning. If the adventure is actually in Daunton itself, it's quite plausible that five or six or or more rolls could happen. If the DM, having momentarily forgotten about this rule, says that there's no time pressure to leave Daunton right away, then the player immediately responds with "I keep going to the library every day until I make the check. We'll leave when my research is done." That's the take-22 scenario. And don't think that this never happens; I'm in a game right now in LEW where we could have taken advantage of such a library, if it existed. </p><p> And what about people who aren't from Daunton, but just happen to be living there? Are they barred from the library? What if they pay a fee? </p><p></p><p>I'd really like to see this rewritten as a one-time reroll available to everyone, with the Daunton regional benefit being a larger bonus to the check. Something like reroll at +2 for everyone, perhaps with a small fee, and at +5 for Dauntonians. Dauntonites?</p><p></p><p></p><p></p><p>I don't think we should require DM railroading (and yes, I think that advice counts as railroading) to balance these regional benefits.</p></blockquote><p></p>
[QUOTE="covaithe, post: 4430373, member: 46559"] I disagree. Well, I disagree that insight and monster lore are lame. Obviously perception is good, but in any kind of roleplaying-intensive game, insight is going to be better. In any game with monsters that aren't straight out of the MM, or if (god forbid) the player hasn't memorized the MM, then monster lore is going to be an effective contribution. Remember that you don't have to hit a 25 to be useful; 15 gets you types and 20 gets you powers. Perhaps not more powerful, but... I don't think you can just dismiss it as lame or irrelevant. +4 to diplomacy vs. undead, now [i]that[/i] is pretty lame. As written, you get to reroll [i]every day[/i]. If the game fits the common pattern of adventurers meeting in the inn and agreeing to do something, shopping, and leaving in the morning, then that's at least three rolls: the initial off-the-top-of-the-head knowledge check, the immediate reroll from going to the library, and another from going to the library in the morning. If the adventure is actually in Daunton itself, it's quite plausible that five or six or or more rolls could happen. If the DM, having momentarily forgotten about this rule, says that there's no time pressure to leave Daunton right away, then the player immediately responds with "I keep going to the library every day until I make the check. We'll leave when my research is done." That's the take-22 scenario. And don't think that this never happens; I'm in a game right now in LEW where we could have taken advantage of such a library, if it existed. And what about people who aren't from Daunton, but just happen to be living there? Are they barred from the library? What if they pay a fee? I'd really like to see this rewritten as a one-time reroll available to everyone, with the Daunton regional benefit being a larger bonus to the check. Something like reroll at +2 for everyone, perhaps with a small fee, and at +5 for Dauntonians. Dauntonites? I don't think we should require DM railroading (and yes, I think that advice counts as railroading) to balance these regional benefits. [/QUOTE]
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