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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E had better have fewer skills & feats
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<blockquote data-quote="painandgreed" data-source="post: 2095077" data-attributes="member: 24969"><p>I'm with Psychic Warrior on the Open Lock. Most devices can be seen as locking mechanisms anyway. What happens if the trapmaker builds a lock into his device? Does that require two rolls with different skills? If you miss the Open Lock, does it set off the trap? I can easily see simply saying that locks are just another device and using the Disable Device as for that also. Two main troubles here that see. One, rogues have one less skill they have to buy and are just that much more powerful so it might disrupt play balance a little because they won't have as many skills to divide points between. Two, any expert locksmith then is able to Disable Devices. Not the best aproximation, but still well within the boundries of heroic fantasy.</p><p></p><p>Use Rope is a narrow skill as not everybody is presented with a need to expertly use rope on a daily basis. Like forgery, it only comes in handy if you use it but not everybody is going to need or even want to use it. Those people who are going to need it will find it worth their while to learn it. A woodland adventurer who carries manacles around with them to bind prisoners may not ever need Use Rope while an underdark or mountian adventurer may find themselves unable to adventure without it. Similarly, your typcial orc killing adventurer may have no use for Forgery while a party involved in court intrigue may find it indespensible. Some skill are going to be rather specialized and only those people who really need it will ever use it.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2095077, member: 24969"] I'm with Psychic Warrior on the Open Lock. Most devices can be seen as locking mechanisms anyway. What happens if the trapmaker builds a lock into his device? Does that require two rolls with different skills? If you miss the Open Lock, does it set off the trap? I can easily see simply saying that locks are just another device and using the Disable Device as for that also. Two main troubles here that see. One, rogues have one less skill they have to buy and are just that much more powerful so it might disrupt play balance a little because they won't have as many skills to divide points between. Two, any expert locksmith then is able to Disable Devices. Not the best aproximation, but still well within the boundries of heroic fantasy. Use Rope is a narrow skill as not everybody is presented with a need to expertly use rope on a daily basis. Like forgery, it only comes in handy if you use it but not everybody is going to need or even want to use it. Those people who are going to need it will find it worth their while to learn it. A woodland adventurer who carries manacles around with them to bind prisoners may not ever need Use Rope while an underdark or mountian adventurer may find themselves unable to adventure without it. Similarly, your typcial orc killing adventurer may have no use for Forgery while a party involved in court intrigue may find it indespensible. Some skill are going to be rather specialized and only those people who really need it will ever use it. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E had better have fewer skills & feats
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