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Reliable Talent. What the what?
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<blockquote data-quote="redrick" data-source="post: 7294739" data-attributes="member: 6777696"><p>Interesting, I don't know that I would miss locks. On the other hand, if I had spent 11 levels picking locks everywhere I went, and suddenly everybody seemed to be leaving all their front doors open — maybe that would bother me.</p><p></p><p></p><p></p><p>Fair. I guess, for me, I don't see not having to roll for something as automatically meaning trivial. We frequently go for stretches without rolling for anything at the table, because the actions the characters are taking seem more or less guaranteed to succeed. That doesn't mean that the players aren't making decisions with consequences — it just means that there's no reason to call for a roll — yet. Also, just because the Rogue can automatically succeed doesn't mean everybody else can, so those situations could still arise in your adventures, because they could potentially pose risks to other characters.</p><p></p><p>That being said, Thieve's Tools, which seems to be the main thing being referenced here — disarming of traps and picking of locks — tend not to be major players in my adventures anyway. Sure, most doors are assumed to be locked, but there is more to disarming a trap than simply rolling on thieve's tools.</p></blockquote><p></p>
[QUOTE="redrick, post: 7294739, member: 6777696"] Interesting, I don't know that I would miss locks. On the other hand, if I had spent 11 levels picking locks everywhere I went, and suddenly everybody seemed to be leaving all their front doors open — maybe that would bother me. Fair. I guess, for me, I don't see not having to roll for something as automatically meaning trivial. We frequently go for stretches without rolling for anything at the table, because the actions the characters are taking seem more or less guaranteed to succeed. That doesn't mean that the players aren't making decisions with consequences — it just means that there's no reason to call for a roll — yet. Also, just because the Rogue can automatically succeed doesn't mean everybody else can, so those situations could still arise in your adventures, because they could potentially pose risks to other characters. That being said, Thieve's Tools, which seems to be the main thing being referenced here — disarming of traps and picking of locks — tend not to be major players in my adventures anyway. Sure, most doors are assumed to be locked, but there is more to disarming a trap than simply rolling on thieve's tools. [/QUOTE]
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