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Reliable Talent. What the what?
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<blockquote data-quote="cthulhu42" data-source="post: 7292028" data-attributes="member: 6792361"><p>It's true that the adventures were not written with specific classes in mind, although Tomb of Horrors seems like it would be a bear without a rogue (although I've never run it, but we've all heard the horror stories). </p><p></p><p>To answer your questions as best I can, to make it through those seven traps unscathed under the best possible conditions (which I will assume includes a single rogue with skills built to deal with traps), I'd be comfortable with 95% or higher. </p><p></p><p>I'm not sure I understand your follow up question as to how I would represent that, but I would be plenty happy to watch a rogue buzz through all those traps with a 95% chance of success. </p><p></p><p>It seems that many of the respondents here are insistent that I'm out to make sure that this rogue fails, and I'm just as insistent that that is just not the case. What I want is tension when faced with a skill check that could have dangerous consequences, even if it's just the tension of uncertainty; the possibility, even an extremely small one, of failure. As I said in an earlier reply, I think even the nat 1 failure rate for skills with which the rogue has Reliable Talent is too high at 5%. It is not that I want him to fail, but neither do I want challenges to become total non issues. </p><p></p><p>But, as someone pointed out, they've got mage hand and all sorts of other clever ways to mitigate traps, so maybe I'm over thinking it. The traps are just a small portion of an already combat heavy and fairly challenging adventure. </p><p></p><p>But I will ask you, a hypothetical. Say you're running a solo dungeon for a rogue with his trap skills geared up with Reliable Talent to the point where he automatically succeeds at DC 20 traps, which are the max DC's presented in the dungeon. How would you handle it? Would you adjust the DC's to present more of a challenge? Would you let him just sail through them all? Would you perhaps make time a factor, as others have suggested? Please understand that I'm not being factious in the least. I'm honestly interested to know. When talking about the "thief robbing a whole town" scenario many people suggested interesting potential side plots that could arise to complicate the thief's life. Would you try to do the same in a dungeon setting, and if so, how?</p></blockquote><p></p>
[QUOTE="cthulhu42, post: 7292028, member: 6792361"] It's true that the adventures were not written with specific classes in mind, although Tomb of Horrors seems like it would be a bear without a rogue (although I've never run it, but we've all heard the horror stories). To answer your questions as best I can, to make it through those seven traps unscathed under the best possible conditions (which I will assume includes a single rogue with skills built to deal with traps), I'd be comfortable with 95% or higher. I'm not sure I understand your follow up question as to how I would represent that, but I would be plenty happy to watch a rogue buzz through all those traps with a 95% chance of success. It seems that many of the respondents here are insistent that I'm out to make sure that this rogue fails, and I'm just as insistent that that is just not the case. What I want is tension when faced with a skill check that could have dangerous consequences, even if it's just the tension of uncertainty; the possibility, even an extremely small one, of failure. As I said in an earlier reply, I think even the nat 1 failure rate for skills with which the rogue has Reliable Talent is too high at 5%. It is not that I want him to fail, but neither do I want challenges to become total non issues. But, as someone pointed out, they've got mage hand and all sorts of other clever ways to mitigate traps, so maybe I'm over thinking it. The traps are just a small portion of an already combat heavy and fairly challenging adventure. But I will ask you, a hypothetical. Say you're running a solo dungeon for a rogue with his trap skills geared up with Reliable Talent to the point where he automatically succeeds at DC 20 traps, which are the max DC's presented in the dungeon. How would you handle it? Would you adjust the DC's to present more of a challenge? Would you let him just sail through them all? Would you perhaps make time a factor, as others have suggested? Please understand that I'm not being factious in the least. I'm honestly interested to know. When talking about the "thief robbing a whole town" scenario many people suggested interesting potential side plots that could arise to complicate the thief's life. Would you try to do the same in a dungeon setting, and if so, how? [/QUOTE]
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Reliable Talent. What the what?
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