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<blockquote data-quote="Scott Christian" data-source="post: 9257527" data-attributes="member: 6901101"><p>We will have to agree to disagree. 10% is not "huge."</p><p></p><p>I have played a rogue that was optimized near the peak of min/max in all things combat. I have played a warlock that went from 1-20 without ever taking a damage spell. I have also played in between - because it fit the character. Neither the DM, anyone at the table, nor myself ever noticed a difference. It is a group game - and by group, I truly mean group. </p><p></p><p>If it was a solo game, I might agree with you... maybe. But there are a thousand variables, and a tiny 10% in one skill means nothing. This is especially true when half the DCs are randomly set-up on the spot because the DM doesn't have the entire DC suite of athletic and acrobatic skill challenges laid out for all contingencies. </p><p></p><p>And as for 10%, if you think that is "huge," then you must think Bardic Inspiration, Bless, and Lucky are the most overpowered things in the world, especially since bardic inspiration adds on average, 17.5% at first level. Heck, Lucky adds even more than that. Lucky, on average, equals 25%! </p><p></p><p>But back to the mechanics. No one notices a 10% difference in a skill. The dice are swingy in D&D. 1-20 = swing. Swingy enough where 10% means little.</p><p></p><p>Now back to the game, the group game. The simple fact you have advantage/disadvantage, flanking, spell benefits, characters helping you, and DMs willing to work with players specifically supports how little 10% for one skill actually is during play. </p><p></p><p>If you insist that you need it all without sacrifice, I am sorry, but please re-read my last post. The game is built on making choices that both, hinder and help your character.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9257527, member: 6901101"] We will have to agree to disagree. 10% is not "huge." I have played a rogue that was optimized near the peak of min/max in all things combat. I have played a warlock that went from 1-20 without ever taking a damage spell. I have also played in between - because it fit the character. Neither the DM, anyone at the table, nor myself ever noticed a difference. It is a group game - and by group, I truly mean group. If it was a solo game, I might agree with you... maybe. But there are a thousand variables, and a tiny 10% in one skill means nothing. This is especially true when half the DCs are randomly set-up on the spot because the DM doesn't have the entire DC suite of athletic and acrobatic skill challenges laid out for all contingencies. And as for 10%, if you think that is "huge," then you must think Bardic Inspiration, Bless, and Lucky are the most overpowered things in the world, especially since bardic inspiration adds on average, 17.5% at first level. Heck, Lucky adds even more than that. Lucky, on average, equals 25%! But back to the mechanics. No one notices a 10% difference in a skill. The dice are swingy in D&D. 1-20 = swing. Swingy enough where 10% means little. Now back to the game, the group game. The simple fact you have advantage/disadvantage, flanking, spell benefits, characters helping you, and DMs willing to work with players specifically supports how little 10% for one skill actually is during play. If you insist that you need it all without sacrifice, I am sorry, but please re-read my last post. The game is built on making choices that both, hinder and help your character. [/QUOTE]
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