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A few basic rules questions...

Plane Sailing said:

Personally the way I handle the order of initiative in these cases is that I start at the person who starts his attack (even if his initiative roll was "2", and then follow on from there... assuming that everyone else was using "glare" and "Talk" actions with their initiatives. I've found this is the easiest way to handle things while still maintaining a comfortable degree of "logic" :)

I've considered this in the past and think it is fine as well.

But, I think the players of high Dex, Improved Initiative characters in my game would have a problem with it and it's not worth the hassle to explain why they are "getting screwed" this combat over and over again. They would view it as them being forced into the role of slow poke due to an even slower character (especially someone who rolled in the mid range) deciding to go first. :)
 

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KaeYoss said:

Care to elaborate?

Sure.

Skills are tight in 3E. Most classes cannot even afford what their players consider the basics, let alone additional skills such as Sense Motive.

Bluff is mostly good for a Rogue, but rarely good for anyone else.

So, here you have a skill (Bluff) which can be extremely high with little effort for a Rogue and most other characters cannot afford more than a little Sense Motive, so his Bluff almost always works unless it is ludicrous.


On the other hand, people pull Bluff and Sense Motive out whenever they want some weird initiative / decision making type of things to occur.

Which means that your combatant types such as Fighters, Paladins, Monks, etc. suck at these types of confrontations and Rogues tend to excel.

Why should Rogues almost always win these types of things? It doesn't make sense. Yes, they are supposed to be sneaky and dexterous, but that should not overlap into being QuickDraw McGraws virtually every single time. There should be a lot of Rangers and Monks who are just as fast or faster than Rogues, but not in this situation. Why?


I would never have combat events revolve around opposed skills that most characters cannot afford to purchase.


In fact, in our campaign, characters gain a bonus to Spot (+1 at levels 1, 4, etc.), Listen (+1 at levels 2, 5, etc.), and Sense Motive (+1 at levels 3, 6, etc.). The reason is that without this, a lot of classes at high level have to take a bunch of cross class skills in these, just in order to have some minor ability to be perceptive.

That's nonsense.

I am a 20th level Wizard who has adventured for 5 years and I still never notice the Bandits hiding in a tree, even though I have been ambushed like this dozens of times.

Or, I am a 20th level Wizard who has parlayed with Kings and Dukes and Merchants and I get faked out every single time by a low level punk Rogue trying to sell me spell components.

Or, I am a 20th level Wizard who has adventured for 5 years and I still never bother to look up in a cave to see if a Piercer or some form of Slime is up there.

Like Driving a Car is a skill that most modern people acquire to some level just by doing it over and over again, Spot, Listen, and Sense Motive should be skills that all adventuring classes acquire over time (to varying levels of success), just because they use them repeatedly while adventuring and they are often critical to success. This should be just like BAB and Saves. Some classes are better, some are worse. But, all gain at least a little bit of it as they level up.

The problem is that opposed skills can result in astronomical DCs relatively quickly due to adding a D20 to a modifier when opposed skills are class skills instead of cross class skills. It's a generic game design problem. IMO.
 

Christian said:
I usually treat the first situation exactly like a normal potential surprise situation, except with Bluff versus Sense Motive as the operative skills. The orcs may have been expecting a fight at some point-but maybe not that instant, if the opponents seemed to be parleying. They get a Sense Motive check against Bob's (or whoever is doing the speaking's) Bluff roll. Any orcs that lose don't get any actions during the surprise round ... (This is a good time to let the bard or rogue do the talking. Bob the Fighter probably has a pretty poor Bluff modifier-he's in serious danger of a pre-emptive strike from orcs who know exactly what he's up to.)

This is how I handle these kind of situations as well. Note that if the opponents win the bluff/sense motive roll and then also win initiative, they will end up acting before the party. They don't have to use that action to attack, though. Depending on what their intention is, they could always hold their action and give the party a warning - "don't even think about it buddy."
 

KarinsDad said:
Or, I am a 20th level Wizard who has parlayed with Kings and Dukes and Merchants and I get faked out every single time by a low level punk Rogue trying to sell me spell components.

First some light humor, no offense meant-

Yeah, but then the Wizard gets home and realizes he's been played for a sucker. Then he breaks out the Scrying mirror, finds the rogue (whom he has met personally for a big DC bonus), then teleports in and the next thing you know, the rogue is a frog.

KarinsDad said:
Like Driving a Car is a skill that most modern people acquire to some level just by doing it over and over again, Spot, Listen, and Sense Motive should be skills that all adventuring classes acquire over time (to varying levels of success), just because they use them repeatedly while adventuring and they are often critical to success. This should be just like BAB and Saves. Some classes are better, some are worse. But, all gain at least a little bit of it as they level up.

Next, the sad, but true, anecdote -

I don't know about this. I've seen plenty of people driving who don't seem to have any skill at it. Heck, some aren't even Proficient in Vehicle Operation, and are taking the -4. My mom's been driving over 50 years (she just turned 70 this year) and still drives pretty regularly, but I don't think her skill level is going to let her challenge Mario Andretti anytime soon. Just because she's been doing it a long time doesn't mean she's any good at it.

[edit - and yes, I find driving to be a "critical to sucess" skill when you're trying hard not to get killed by 2 ton objects moving at a mile a minute on the highway..]

KarinsDad said:
The problem is that opposed skills can result in astronomical DCs relatively quickly due to adding a D20 to a modifier when opposed skills are class skills instead of cross class skills. It's a generic game design problem. IMO.

And finally, the summation:

I'm in agreement with you. This is really the root of the problem.
(Hey, wow, I'm finally agreeing with KarinsDad!)
 
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Zenon said:

I don't know about this. I've seen plenty of people driving who don't seem to have any skill at it. Heck, some aren't even Proficient in Vehicle Operation, and are taking the -4. My mom's been driving over 50 years (she just turned 70 this year) and still drives pretty regularly, but I don't think her skill level is going to let her challenge Mario Andretti anytime soon. Just because she's been doing it a long time doesn't mean she's any good at it.

Yeah, my mom turned 66 this year and has the same problem. In fact, she has hit cars in Mario Andretti's town (she worked there) and not even known it. Yikes! :)

Zenon said:
I'm in agreement with you. This is really the root of the problem.
(Hey, wow, I'm finally agreeing with KarinsDad!)

Yeah, I've found that most people get around to agreeing with me eventually. ;) :cool:
 

KarinsDad said:
Skills are tight in 3E. Most classes cannot even afford what their players consider the basics, let alone additional skills such as Sense Motive.

Ah. Good. I was already warming up on a "charisma-based skills shoud /shouldn't be roleplayed"-argument.

Yea, I think that the classes need some more skill points, and some more class skills. I generally agree.

Bluff is mostly good for a Rogue, but rarely good for anyone else.

Bard, of course. They usually have a higher CHA and it's class skill, too. Sorcerers could profit from their high CHA here, too, but they may spend their skill points for something else, and can use magic for that sort of problem, anyway. Paladins have high CHA, too, but often don't use such "underhanded ways"

So, here you have a skill (Bluff) which can be extremely high with little effort for a Rogue and most other characters cannot afford more than a little Sense Motive, so his Bluff almost always works unless it is ludicrous.

Well, they profit from WIS here, a couple of ranks, and the Sonse Motive Modifiers should do the rest. And those get quite high: +10 for the stuff where it starts to matter, and even the stuff where a good bluffer should get away with most of the time gets +5.

On the other hand, people pull Bluff and Sense Motive out whenever they want some weird initiative / decision making type of things to occur.

That's no problem of the rules, but of rule interpretation. The type of situation you describe should put the "it's-way-out-there"-signal in the DM's head on. If they think they get away with such a BS, the other get's a +20 bonus on his sense motive check. That should cancel out the rogue's bonus (except at high levels, and at high levels you should really be able to accomplish something), or even be more than the bonus the rogue gets. Combine that with the wisdom modifier and the couple of ranks the other one has, and it doesn't look good for that rogue anymore. You can always attempt something. It's another matter if you succeed...

Which means that your combatant types such as Fighters, Paladins, Monks, etc. suck at these types of confrontations and Rogues tend to excel.

It's only fair: rogues tend to suck at situations where combatant types excel, especially if they can't get their sneak attack off (undead, constucts, oozes, plants, dragons.... or just not the opportunity). If you played a rogue who is in the way in most combats AND can't shine on other occasions, would you have a good time playing? Don't think so. You need balance, before everything else. I have seen a lot of situations where someone didn't like a rule and changed it so it better suited him. And it often made sense. But it almost always made one class or the other almost unplayable.... (in 2e, I play a wizard/thief whose thief part was intended to be the assassin type. But after the third boss or so who had avery single square inch of his hide-out brightly illuminated and stood with the back to the wall, so I couldn't even attempt my backstab, he just became a wizard that can open locks and disarm traps, goodbye to my old character concept!)

Why should Rogues almost always win these types of things? It doesn't make sense. Yes, they are supposed to be sneaky and dexterous, but that should not overlap into being QuickDraw McGraws virtually every single time. There should be a lot of Rangers and Monks who are just as fast or faster than Rogues, but not in this situation. Why?

??? You talk about fainting?

I would never have combat events revolve around opposed skills that most characters cannot afford to purchase.

Well, question being, do they need to purchase those? A fighter has no problem hitting foes. He can fight the enemy right on, just take the weapon and stick it repeatetly into the enemy. He hits most of the time and does tremendous damage. They don't need tricks. But the rogue is pracitacally lost without tricks.

The designers had to make sure every class could stand out in combat, one way or the other. That's important because Basic D&D is much about combat. And therefore all characters can make themselves useful in battle. In other setting, where there's more emphasis on politics and such like, that has not to be the case (see the courtier class in Rokugan)

In fact, in our campaign, characters gain a bonus to Spot (+1 at levels 1, 4, etc.), Listen (+1 at levels 2, 5, etc.), and Sense Motive (+1 at levels 3, 6, etc.). The reason is that without this, a lot of classes at high level have to take a bunch of cross class skills in these, just in order to have some minor ability to be perceptive.

That's nonsense.

The fighter in D&D can fight. He can fight very well. He can't do much else! It's not so bad for him that he won't be so keen as the scour (a rogue or ranger) for once the enemy makes his move, he's in a world of trouble.

I am a 20th level Wizard who has adventured for 5 years and I still never notice the Bandits hiding in a tree, even though I have been ambushed like this dozens of times.

No, you don't. That's because you're a wizard, you're not so attentive cause you're always reading those books ;-)
No, seriously: If those bandits are very good in hiding, how could you see them? It doesn't help you to know what you have to look for if ther's nothing to look for because those bandits are to good in what they do (and you're not using your magic..)

Or, I am a 20th level Wizard who has parlayed with Kings and Dukes and Merchants and I get faked out every single time by a low level punk Rogue trying to sell me spell components.

Sounds like a problem of rule interpretation, again. If you know that's lead in your hand and that Rogue tell's you it's really gold, than there's no bluff check. The DM just says that it's impossible to make you believe that without magic, and there's no roll. Or he says that it's practically impossible and sets the bonus to your sense motive check to +40 or so. If you have many ranks in bluff, you also know what you can do and what you can't. That's why the low level punkt Rogues can fake you out everytime. And that Wizard's got to have a low int if he buys his spell components from lew level punk rogues, anyway!

Or, I am a 20th level Wizard who has adventured for 5 years and I still never bother to look up in a cave to see if a Piercer or some form of Slime is up there.

Or you have looked up a thousand times. Everytime the ceiling of the caves was wet and slimy. And only two times out of that thousand that was an ooze creature. You looked there always, but you don't see!

Like Driving a Car is a skill that most modern people acquire to some level just by doing it over and over again,

I know people who drove for years and still can't really dive! It's not doing, it's learning. I know someone who has crashed half a dozen cars (well, not quite, but It was 4 cars or so!) within the first half year after he had got the licence. And the next car always had more power than the last....

Spot, Listen, and Sense Motive should be skills that all adventuring classes acquire over time (to varying levels of success), just because they use them repeatedly while adventuring and they are often critical to success. This should be just like BAB and Saves. Some classes are better, some are worse. But, all gain at least a little bit of it as they level up.

I don't think so. I could get persuaded that everyone should get more skill points per level, and the class skill lists need some expanding, but I don't think it'a good idea to just grant skill ranks.

The problem is that opposed skills can result in astronomical DCs relatively quickly due to adding a D20 to a modifier when opposed skills are class skills instead of cross class skills. It's a generic game design problem. IMO.

Yes, that's true. Adding a d20 always results in a great measure of randomness (you have to get high-level before you have the ficed part of any roll - except weapon damage - greater than the random part of the d20). But's the way d20 is, and I think it's not that bad.
 

KaeYoss said:
??? You talk about fainting?

Dear god! :eek: Why would you want to intentionally faint in combat!?....Wait a minute
eek7.gif
...do you mean feint? ;)
 

KaeYoss said:

It's only fair: rogues tend to suck at situations where combatant types excel, especially if they can't get their sneak attack off (undead, constucts, oozes, plants, dragons.... or just not the opportunity). If you played a rogue who is in the way in most combats AND can't shine on other occasions, would you have a good time playing? Don't think so.

Do you think it would be game breaking to have combatant types who are waiting there for someone to make a move to actually be just as good as Rogues at reacting?

Bluff and Sense Motive is terrible for this type of thing, regardless of designer intent.

KaeYoss said:

No, seriously: If those bandits are very good in hiding, how could you see them? It doesn't help you to know what you have to look for if ther's nothing to look for because those bandits are to good in what they do (and you're not using your magic..)

It's not a matter of being attentive. It's a matter of 20th level characters being about as attentive as 1st level characters, just because they have so few skill points.

KaeYoss said:

I don't think so. I could get persuaded that everyone should get more skill points per level, and the class skill lists need some expanding, but I don't think it'a good idea to just grant skill ranks.

That's because you are limiting your thinking to how 3E was designed.

If Spot and Listen and Sense Motive were abilities like BAB and Saves as opposed to skills, then you could still have opposed rolls against them, but the Rogue would gain one point per level in each of these, the Fighter might gain three points per four levels and the Wizard might gain one point per two levels.

Then, the problem would not exist like it does today.

To me, Spot and Listen and Sense Motive are bread and butter abilities just like BAB, Saves, Hit Points, etc. All characters should slowly gain some level of competence with them as they go up levels merely due to the fact that they are adventuring and learning stuff by osmosis (just like a Wizard who NEVER fights in melee has a gradual increase in BAB nonetheless).

No difference in my book.
 

There's an example, I believe, in one of the books that talks about Lidda meeting someone in an ally. They both delay their actions waiting until someone else goes, to see how they react. Would something like this apply? The orcs and humans met, initiative was determined, and then it is just delays and refocusing.

What this means is KD's interpretation is correct. Let's assume the order of initiative is C, B, A. C delays. B delays. A attacks. C now takes his delayed action. B now takes his delayed action. If nothing happens in the first few rounds, a few rofuci :) may have occurred. It also means that after a few rounds, no one is flat-footed anymore--they are expected something to happen.

This, however, can get complicated. If the conversation went on for several rounds, just determine initiative by order of Dexterity (from fefocus) with (in the example above) A acting first in a non-surprise round.

/ds
 

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