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Reliable Talent. What the what?
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<blockquote data-quote="Saeviomagy" data-source="post: 7295950" data-attributes="member: 5890"><p>This is still just to do with how common those higher numbers are, and how you never see a lower DC. If you're facing one DC 40 lock in an entire dungeon, but the rest of the dungeon is filled with DC 20 locks, then there's value in having +10 to lockpicking. If there's nothing but DC 40 locks, then +10 lockpicking may as well be +0.</p><p></p><p>Also - it just makes sense that a DC 40 lock is made by someone with the ability to hit that DC with a skill, which means that it really shouldn't be as common as the PHB says.</p><p></p><p>There's a table of skill points per hit dice, and it tends to mean that monster skills scale with hit points. Since most monsters invest in opposed skills, that means that the DCs for hiding, sneaking, spotting and hearing go up according to the challenge level.</p><p></p><p>Sure. And if everything is just scaled on challenge level, then you end up with the problem you describe: go hard or go home.</p><p></p><p>No - you have a range of challenges for people of different skill levels, which is exactly what you are asking for, while at the same time having some doors that a lowly peasant cannot pick, and skill modifiers for your heroes that actually matter without needing to arbitrarily say "this guy gets double, and this guy can't roll below a 10" to make them good at things.</p><p></p><p></p><p>It's only frustrating if you know for some reason that you will never, ever come back to try it again. Otherwise it's a challenge to keep your character motivated on building their skill.</p><p></p><p>And like I said - if you have a wide range of DCs, then high level parties will see benefit in having non-maxed out skills, which is the problem you were complaining about. If a complex is filled with DC 20 doors, then having people other than the party rogue able to open them is useful... but he still gets his spotlight time because there's that one DC 40 door.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7295950, member: 5890"] This is still just to do with how common those higher numbers are, and how you never see a lower DC. If you're facing one DC 40 lock in an entire dungeon, but the rest of the dungeon is filled with DC 20 locks, then there's value in having +10 to lockpicking. If there's nothing but DC 40 locks, then +10 lockpicking may as well be +0. Also - it just makes sense that a DC 40 lock is made by someone with the ability to hit that DC with a skill, which means that it really shouldn't be as common as the PHB says. There's a table of skill points per hit dice, and it tends to mean that monster skills scale with hit points. Since most monsters invest in opposed skills, that means that the DCs for hiding, sneaking, spotting and hearing go up according to the challenge level. Sure. And if everything is just scaled on challenge level, then you end up with the problem you describe: go hard or go home. No - you have a range of challenges for people of different skill levels, which is exactly what you are asking for, while at the same time having some doors that a lowly peasant cannot pick, and skill modifiers for your heroes that actually matter without needing to arbitrarily say "this guy gets double, and this guy can't roll below a 10" to make them good at things. It's only frustrating if you know for some reason that you will never, ever come back to try it again. Otherwise it's a challenge to keep your character motivated on building their skill. And like I said - if you have a wide range of DCs, then high level parties will see benefit in having non-maxed out skills, which is the problem you were complaining about. If a complex is filled with DC 20 doors, then having people other than the party rogue able to open them is useful... but he still gets his spotlight time because there's that one DC 40 door. [/QUOTE]
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