Zerakon
First Post
My group is planning to convert 3e characters. The trap-disabler of the group is likely going to be a 4th level human pirate-like fighter who multiclasses into rogue for Thievery. He'll likely have 16 Dexterity after conversion.
So, his Thievery skill will be +12 (+5 trained + 3 dex + 2 levels + 2 thieves tools).
When I look in the DMG at the example traps, I see trap after trap that I think will be frustrating for him. Here's one of the same level as the characters:
Pendulum Scythes (level 4) - DC22 Thievery. Complexity 1 (4 successes before 2 failures).
Assuming I did my math right, my friend's pirate character with his +12 Thievery has a 25.6% chance to successfully disable this trap. And a 74.4% chance of failure which makes the trap angry and more blades attack each round!
On the other hand, a 4th level halfling character who takes Skill Focus (Thievery) is going to have a Thievery of around +18 (+5 trained + 4 dex + 2 levels + 2 thieves tools + 2 halfling bonus + 3 skill focus). This character has a 89% chance of successfully disabling this trap, so only an 11% chance of fubaring the room.
25.6% compared to 89% is a pretty big discrepancy.
I'm wondering if 4e has taken this kind of philosophy in general? Is the game balanced for more optimized characters who concentrate on being really good at fewer things and "dabbler" characters are meant to struggle to be effective against traps, monsters, and other challenges of their own level?
Or -- and this is my guess -- is this just related to a poorly-conceived skill challenge system? If this particular trap was simply a one-roll DC22, the discrepancy between the pirate and the optimized halfling would at least be more reasonable: 55% success vs 85% success.
I'm thinking that I may do away with the skill challenge nature of traps and have my pirate player roll once to have a more reasonable chance of success. Are any other DMs running into this issue? If so, what are you doing about it?
So, his Thievery skill will be +12 (+5 trained + 3 dex + 2 levels + 2 thieves tools).
When I look in the DMG at the example traps, I see trap after trap that I think will be frustrating for him. Here's one of the same level as the characters:
Pendulum Scythes (level 4) - DC22 Thievery. Complexity 1 (4 successes before 2 failures).
Assuming I did my math right, my friend's pirate character with his +12 Thievery has a 25.6% chance to successfully disable this trap. And a 74.4% chance of failure which makes the trap angry and more blades attack each round!
On the other hand, a 4th level halfling character who takes Skill Focus (Thievery) is going to have a Thievery of around +18 (+5 trained + 4 dex + 2 levels + 2 thieves tools + 2 halfling bonus + 3 skill focus). This character has a 89% chance of successfully disabling this trap, so only an 11% chance of fubaring the room.
25.6% compared to 89% is a pretty big discrepancy.
I'm wondering if 4e has taken this kind of philosophy in general? Is the game balanced for more optimized characters who concentrate on being really good at fewer things and "dabbler" characters are meant to struggle to be effective against traps, monsters, and other challenges of their own level?
Or -- and this is my guess -- is this just related to a poorly-conceived skill challenge system? If this particular trap was simply a one-roll DC22, the discrepancy between the pirate and the optimized halfling would at least be more reasonable: 55% success vs 85% success.
I'm thinking that I may do away with the skill challenge nature of traps and have my pirate player roll once to have a more reasonable chance of success. Are any other DMs running into this issue? If so, what are you doing about it?