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2d10 skill checks
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<blockquote data-quote="candidus_cogitens" data-source="post: 462914" data-attributes="member: 770"><p>Thanks for your comments, everybody!</p><p></p><p></p><p></p><p>This is not a bad idea. Jeph's suggestion is worth considering too. I'm not sure that any of these ideas is inherently better than any other. The idea is just to recognize that it makes things interesting to provide players with various ways of strategizing. Each different approach has a unique "feel," and represents something different in terms of story as well.</p><p></p><p>CCamfield's idea, for instance, has a feel that resembles one of the granted abilities for clerics. It's called something like "Luck" or "Good Fortune." It allows you to reroll one bad roll per day, as I recall. I think it would boost the average result a bit more than my proposed feat would. It also allows a much greater possibility of getting a 19 or 20, obviously. So, it feels pretty different.</p><p></p><p>Taking 10, of course, does have the effect of greater reliability--absolute reliability. But it has a very different feel, because the basic idea was that you aren't under any pressure and there is little chance involved. My "trusty skills" feat does not represent the absence of pressure, and there is still chance involved. It really represents a type of training that is focused on consistency.</p><p></p><p>I envision it being more useful for certain characters than for others. For example, it would be excellent for the Concentration skill, if you are a spellcaster. It might also work nicely for craft skills, so that you don't risk wasting a lot of money by a bad roll. With the perform skill, you could use it to avoid damaging your reputation as a solid performer. It would also be great for Pick Pocket and maybe Disguise, so that these risky undertakings wouldn't be quite as dangerous. (Of course, maybe you like the risky feel for certain skills!)</p></blockquote><p></p>
[QUOTE="candidus_cogitens, post: 462914, member: 770"] Thanks for your comments, everybody! This is not a bad idea. Jeph's suggestion is worth considering too. I'm not sure that any of these ideas is inherently better than any other. The idea is just to recognize that it makes things interesting to provide players with various ways of strategizing. Each different approach has a unique "feel," and represents something different in terms of story as well. CCamfield's idea, for instance, has a feel that resembles one of the granted abilities for clerics. It's called something like "Luck" or "Good Fortune." It allows you to reroll one bad roll per day, as I recall. I think it would boost the average result a bit more than my proposed feat would. It also allows a much greater possibility of getting a 19 or 20, obviously. So, it feels pretty different. Taking 10, of course, does have the effect of greater reliability--absolute reliability. But it has a very different feel, because the basic idea was that you aren't under any pressure and there is little chance involved. My "trusty skills" feat does not represent the absence of pressure, and there is still chance involved. It really represents a type of training that is focused on consistency. I envision it being more useful for certain characters than for others. For example, it would be excellent for the Concentration skill, if you are a spellcaster. It might also work nicely for craft skills, so that you don't risk wasting a lot of money by a bad roll. With the perform skill, you could use it to avoid damaging your reputation as a solid performer. It would also be great for Pick Pocket and maybe Disguise, so that these risky undertakings wouldn't be quite as dangerous. (Of course, maybe you like the risky feel for certain skills!) [/QUOTE]
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