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Reliable Talent. What the what?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7291395" data-attributes="member: 6775031"><p>As far as I am aware, the adventures are written without the assumption of any particular class being present. And the thing is, if you <em>don't</em> have a rogue on the scene, then DC 20 is about the limit of what any other class can hit a majority of the time. Given the emphasis on bounded accuracy in the core book, it seems more likely to me that the difficulties were set in consideration of a cleric or fighter that had the criminal background (with something like +9 on the check).</p><p></p><p>A quick Google search suggests that Tomb of Horrors is designed for levels 10-14, which means you would need either a level 11-12 rogue that specifically had expertise in thieves' tools, <em>or</em> a level 13-14 rogue with maximum Dexterity, in order to auto-bypass those traps. <em>Any</em> other class would have at least a 50% chance of failing on <em>every</em> trap, which may well result in a TPK if you had a whole room full of them.</p><p></p><p>I guess my question is, if you had a room with seven DC 20 traps in it (as an example), what do <em>you</em> think the odds <em>should</em> be that the party makes it through unscathed in the <em>absolute best possible scenario</em>? Follow-up question: How would you possibly represent that, in the face of the strong normalization factor inherent to making <em>seven</em> different checks?</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7291395, member: 6775031"] As far as I am aware, the adventures are written without the assumption of any particular class being present. And the thing is, if you [I]don't[/I] have a rogue on the scene, then DC 20 is about the limit of what any other class can hit a majority of the time. Given the emphasis on bounded accuracy in the core book, it seems more likely to me that the difficulties were set in consideration of a cleric or fighter that had the criminal background (with something like +9 on the check). A quick Google search suggests that Tomb of Horrors is designed for levels 10-14, which means you would need either a level 11-12 rogue that specifically had expertise in thieves' tools, [I]or[/I] a level 13-14 rogue with maximum Dexterity, in order to auto-bypass those traps. [I]Any[/I] other class would have at least a 50% chance of failing on [I]every[/I] trap, which may well result in a TPK if you had a whole room full of them. I guess my question is, if you had a room with seven DC 20 traps in it (as an example), what do [I]you[/I] think the odds [I]should[/I] be that the party makes it through unscathed in the [I]absolute best possible scenario[/I]? Follow-up question: How would you possibly represent that, in the face of the strong normalization factor inherent to making [I]seven[/I] different checks? [/QUOTE]
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