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Reliable Talent. What the what?
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<blockquote data-quote="redrick" data-source="post: 7294670" data-attributes="member: 6777696"><p>Have you found that players of Rogues complain about Reliable Talent taking the fun out of the game for them?</p><p></p><p>I disagree that the advice being given is to stop engaging Reliable Talent. Quite the opposite — continue giving Rogues the opportunities to use those skills, and where appropriate, succeed automatically. Just don't rely on those particular skill checks to provide uncertainty in your game. Which, if the Rogue already had a 55% chance of success, you shouldn't rely on anymore anyway.</p><p></p><p>Skill checks are the most open-ended way of interacting with the game world. That's the fun in playing a skill monkey — you get to come up with creative things to do, describe them, and then try and do them. By the time you are a high level Rogue, you can pull off some truly challenging things. By the time you are an 11th level Rogue, you can be depended on to pull off some of these things without risk of failure.</p><p></p><p>----EDITED TO ADD-----</p><p></p><p>And to further what [MENTION=6802765]Xetheral[/MENTION] was saying, the challenge is still to find an approach where the chance of success is as high as possible. Reliable Talent doesn't take that away. It simply takes away the chance at skunking on your roll once you find a good approach.</p><p></p><p>A starting Rogue has 6 skill proficiencies, plus Thieve's Tools. By 11th level, they have 4 expertise slots. Depending on what they choose to specialize in and how they used their ASIs, that could give them an expert bonus as high as +13 or as low as +7. (Expertise in Athletics for a Rogue who dumped Strength. I've done this.) For the (minimum — don't forget skill feats) 3 skills in which they do not have expertise, their bonus will range from +3 to +9. There are plenty of cases where Reliable Talent will not take hard skill checks off the table.</p></blockquote><p></p>
[QUOTE="redrick, post: 7294670, member: 6777696"] Have you found that players of Rogues complain about Reliable Talent taking the fun out of the game for them? I disagree that the advice being given is to stop engaging Reliable Talent. Quite the opposite — continue giving Rogues the opportunities to use those skills, and where appropriate, succeed automatically. Just don't rely on those particular skill checks to provide uncertainty in your game. Which, if the Rogue already had a 55% chance of success, you shouldn't rely on anymore anyway. Skill checks are the most open-ended way of interacting with the game world. That's the fun in playing a skill monkey — you get to come up with creative things to do, describe them, and then try and do them. By the time you are a high level Rogue, you can pull off some truly challenging things. By the time you are an 11th level Rogue, you can be depended on to pull off some of these things without risk of failure. ----EDITED TO ADD----- And to further what [MENTION=6802765]Xetheral[/MENTION] was saying, the challenge is still to find an approach where the chance of success is as high as possible. Reliable Talent doesn't take that away. It simply takes away the chance at skunking on your roll once you find a good approach. A starting Rogue has 6 skill proficiencies, plus Thieve's Tools. By 11th level, they have 4 expertise slots. Depending on what they choose to specialize in and how they used their ASIs, that could give them an expert bonus as high as +13 or as low as +7. (Expertise in Athletics for a Rogue who dumped Strength. I've done this.) For the (minimum — don't forget skill feats) 3 skills in which they do not have expertise, their bonus will range from +3 to +9. There are plenty of cases where Reliable Talent will not take hard skill checks off the table. [/QUOTE]
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