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So its all about combat again?
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<blockquote data-quote="tlantl" data-source="post: 5935014" data-attributes="member: 55225"><p>After looking at the character sheets and adding my own outpost to the adventure I think the worst offender in the inadequate for use category is the perception based on wisdom vs dexterity. If you have a character that needs good numbers in three abilities to be effective, wisdom is going to be pretty low on the list. Town guards are going to be fountains of wisdom or really suck at their jobs. </p><p></p><p>Requiring someone to use their background choice to beef up their ability to notice someone trying to sneak up on or past them seems wrong. Requiring a rogue to put a significant number in his wisdom to do his job isn't my idea of good design. </p><p></p><p>At least the rogue could have perception as a class skill that uses his skill mastery the way his other trained skills do. Or maybe add it to <em>all</em> of the rogue schemes. </p><p></p><p></p><p>As for focus on combat during this playtest I feel it is appropriate. The other pillars should be much easier to nail down but we also need more information on our characters to really get a feel for the interaction rules. The exploration rules are probably more DM intensive in that they need robust rules for different terrains, dungeons, traps and puzzle design. The average player will only need to be able to interact with and overcome them. </p><p></p><p>The spotting, searching, and disabling mechanics are questionable. All a character really needs to do, though, is make sure he has decent numbers in the appropriate abilities. Perhaps a mechanic to train those skills slightly wouldn't hurt.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5935014, member: 55225"] After looking at the character sheets and adding my own outpost to the adventure I think the worst offender in the inadequate for use category is the perception based on wisdom vs dexterity. If you have a character that needs good numbers in three abilities to be effective, wisdom is going to be pretty low on the list. Town guards are going to be fountains of wisdom or really suck at their jobs. Requiring someone to use their background choice to beef up their ability to notice someone trying to sneak up on or past them seems wrong. Requiring a rogue to put a significant number in his wisdom to do his job isn't my idea of good design. At least the rogue could have perception as a class skill that uses his skill mastery the way his other trained skills do. Or maybe add it to [i]all[/i] of the rogue schemes. As for focus on combat during this playtest I feel it is appropriate. The other pillars should be much easier to nail down but we also need more information on our characters to really get a feel for the interaction rules. The exploration rules are probably more DM intensive in that they need robust rules for different terrains, dungeons, traps and puzzle design. The average player will only need to be able to interact with and overcome them. The spotting, searching, and disabling mechanics are questionable. All a character really needs to do, though, is make sure he has decent numbers in the appropriate abilities. Perhaps a mechanic to train those skills slightly wouldn't hurt. [/QUOTE]
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So its all about combat again?
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