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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Neonchameleon" data-source="post: 5977897" data-attributes="member: 87792"><p>Except they don't in 4e - they just don't do the absurd stuff. Once again, see my point about Skill Challenges.</p><p></p><p></p><p></p><p>You can't do anything like as much to lower the disparity in 3e as 4e - and you need fewer resources to get to outstanding as you do to get to good. But with the skill challenge mechanics, an Ultra Specialist will get you ... 1 success. W00t! On the other hand, as most rolls in an SC are at medium <a href="http://www.wizards.com/dnd/files/UpdateDMG.pdf" target="_blank">the merely trained or high stat has about a 75% chance of succeeding</a> - sufficient to be worth rolling except against the very hardest challenges. You can afford a failure. On the other hand if you're running solo against fixed numbers it's always worth pumping skills and 3.X skills like Diplomacy or UMD didn't have an effective soft-cap.</p><p></p><p></p><p></p><p>But you aren't normally rolling against the same thing in both. A number-of-successes mechanic actively rewards spread competence and can cope with failures, while a straight success rewards hyperspecialisation to prevent any failures.</p><p></p><p></p><p></p><p>And before their bonus got totally obscene one roll had a 95% chance of contributing one success most of the time. After their bonus got obscene one roll had a 95% chance of contribuiting one success most of the time. If you are dealing with DC15 locks, the difference between a +13 and a +78 is academic - both fail on a natural 1 and succeed on any other number.</p><p></p><p>There are precisely four skills worth pumping all the way.</p><p>1: Arcana. A number of rituals have a differential effect based on an arcana check. </p><p>2: Intimidate. The intimidate-in-combat rules are broken.</p><p>3: Stealth. Screw up one stealth roll at the wrong time and you might just need a new PC</p><p>4: Perception. See stealth.</p><p></p><p></p><p></p><p>Please. You went there as soon as you said you were hesitant to do it. You were putting down in writing that there was a link. If you'd truly hesitated you wouldn't have mentioned it at all.</p><p></p><p></p><p></p><p>Greater than what? Can we just reprint the 4e DMG1 and DMG2 because they do exactly that. And skill challenges have literally improved my DM skills and allowed me to shortcut about a year's worth of DMing experience into three sessions.</p><p></p><p>And as a DM I don't like to fiat out of nothing. Give me some guidance like the skill challenge table.</p><p></p><p>Also can we add some of the wackier tables from the 1e DMG and some of Gygax's writing?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5977897, member: 87792"] Except they don't in 4e - they just don't do the absurd stuff. Once again, see my point about Skill Challenges. You can't do anything like as much to lower the disparity in 3e as 4e - and you need fewer resources to get to outstanding as you do to get to good. But with the skill challenge mechanics, an Ultra Specialist will get you ... 1 success. W00t! On the other hand, as most rolls in an SC are at medium [URL="http://www.wizards.com/dnd/files/UpdateDMG.pdf"]the merely trained or high stat has about a 75% chance of succeeding[/URL] - sufficient to be worth rolling except against the very hardest challenges. You can afford a failure. On the other hand if you're running solo against fixed numbers it's always worth pumping skills and 3.X skills like Diplomacy or UMD didn't have an effective soft-cap. But you aren't normally rolling against the same thing in both. A number-of-successes mechanic actively rewards spread competence and can cope with failures, while a straight success rewards hyperspecialisation to prevent any failures. And before their bonus got totally obscene one roll had a 95% chance of contributing one success most of the time. After their bonus got obscene one roll had a 95% chance of contribuiting one success most of the time. If you are dealing with DC15 locks, the difference between a +13 and a +78 is academic - both fail on a natural 1 and succeed on any other number. There are precisely four skills worth pumping all the way. 1: Arcana. A number of rituals have a differential effect based on an arcana check. 2: Intimidate. The intimidate-in-combat rules are broken. 3: Stealth. Screw up one stealth roll at the wrong time and you might just need a new PC 4: Perception. See stealth. Please. You went there as soon as you said you were hesitant to do it. You were putting down in writing that there was a link. If you'd truly hesitated you wouldn't have mentioned it at all. Greater than what? Can we just reprint the 4e DMG1 and DMG2 because they do exactly that. And skill challenges have literally improved my DM skills and allowed me to shortcut about a year's worth of DMing experience into three sessions. And as a DM I don't like to fiat out of nothing. Give me some guidance like the skill challenge table. Also can we add some of the wackier tables from the 1e DMG and some of Gygax's writing? [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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