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A few basic rules questions...

KarinsDad said:
The Sense Motive type of skill would be useful any time you talk to someone in town, not just when someone is trying to bluff you. Say a gate guard is directing you to a given inn. He is not trying to bluff you per se, but he may get a kickback from that inn, so noticing that he seems fairly insistent about it might be important.

If he is fairly insistent, there should be a sense motive check against a set dc, not against his bluff check, unless he lies about the advantages of the inn.

And, I think Spot and Listen are totally critical. You are in the wilderness. You are on guard duty. The Rogue is asleep. It suddenly gets quiet. That's a Listening check to notice that it is getting quiet and understand that it could mean that something is creeping up on camp.

You would need a listen check, but the DC should be fairly low (if it has to be taken at all) since that is fairly obvious. After all, I could call for an intelligence check to actually understand that it could mean danger, but I wouldn't do that (and that's 100% no part of the listen check!)

People confuse Listening rolls with always hearing faint noises. Even a Rogue with a +25 to Listen cannot hear a noise that is too faint to hear. But, the difference is that he will notice faint noises and be able to make a good guess as to what they might mean.

for me, "notice" and "hear" a faint noice is the same. either you are aware of it or not. With a higher bonus to listen you will probably be better at identifying the noise

My entire group makes anywhere from 4 to 20 spot or listen checks per session. It is NOT just the Rogues, (and to a lesser extent Bards, and Rangers) that should be good at this. That is a poor design on the part of WotC.

Why should they all be good at this? because they all die if they aren't? Surely not!
I could also argue that everyone should be able to notice traps (and I mean the ones with the higher DC's, the ones you need the rogue's trap ability to notice), not just the rogue. I could notice "but we ain't got a rogue in the party, and if there is a trap which kills us if we won't notice it, we'll surely die". Well, it's sad but the way it works. You can't have everything.

But, disagreeing is part of discussing things.

Surely it is.

The only reason I feel that they should not be skills per se is that they should be things automatically acquired over time due to experience, just like BAB.

They look like skills, the work like skills, they are skills. I can also argue that every rogue must be good at handling traps, at hiding, moving silently and getting things that belong to them. So every rogue just gets +1 per level on search, disable device, hide, move silently and pick pocket.
But that isn't so! As I said: you can't have anything. I thing it's a nice idea to grant more skill points per level (+2 or so), but no skills for free.

Non-observant Adventurers is an oxymoron (i.e. they should be dead), but that is how the game is designed.

Why? If he is tough enough, he can handle the backstab! and after that, he can mash the wee bastard thief to pulp.

But if you make all the characters observant, thieves have a much harder time in combat. Considering that they already need every advantage they can grab to persevere in a fight, people who wanted to play their rogue assassin- or swashbuckler-stile would just punish themselves!

"Ah yuk, yuk, I'm a 20th level Wizard, but I wouldn't know it if a 12 year old pickpocket took my spell component pouch until I got home. Yuk, yuk."

I understand. Instead, you want something along the lines of
"Ah yuk, yuk, I'm a 20th-level Wizard, I am an total expert at arcane knowledge, the planes of existance, geography, religion, spellcraft, and alchemy, and still even those idiots who took 20 levels of rogue have a hard time stealing my component pouch. I'm invincible. Yuk, yuk."
right?

Sigh. That's a poor design IMO.

Sigh, that's a poor character design IMO. Noone forces you to put all the skill points (a 20th-level Wiz should have about 140 of those) to max out three different knowledges, scry, spellcraft, concentration and alchemy. you can spare the occasional points to put them into spot, listen, and sense motive, and no 12-year old pick pocked would get an item off you you are patting like every 30 seconds. But if you truly want to excell at all of these, you can't pay that much attention to mundane things like other people or the environment!

[/QUOTE]
That's why I use the +1 to Spot on levels 1, 4, 7, etc. type of house rules. Rogues (and anyone else for that matter) can still buy even more skill in it if they wish, but everyone has at least some ability to learn over time.[/QUOTE]

They can all learn that over time. By spending the occasional skill points into that, if he doesn't mind that he hasn't maxed-out his "usual" skills.

Your average rogue20 could have a real hard time saving against the wizard20's wail of the banshee: the rogue rolls maybe 1d20+14(6 from level + 2 from con + 6 from magic/feats ) against dc 31(10 + 9 for spell level + 4 from greater spell focus + 8 for intelligence) and needs at least a 17. That's a chance of 20%. even the wizard 13 with his finger of death and dc 25(10 +7 for spell level + 2 for spell focus + 6 for int) has a fifty/fifty - chance to kill that rogue who is 7 levels above! Why, then, shouldn't a rogue13 be able to take something from that wizard20, especially considering that the wizard won't drop dead at once if he lost it, with a good chance?


BTW: My Fighter5/Wizard1/Bladesinger10 has Spot+6, Listen+3 and Sense Motive+1, and you know what: he's still alive (OK, they had to raise him last thursday, but that was because he rolled a natural one twice in a row: first a fort save against horrid wilting, second against the resulting fort save cause of massive damage)
 

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KaeYoss said:

If he is fairly insistent, there should be a sense motive check against a set dc, not against his bluff check, unless he lies about the advantages of the inn.

Absolutely, it should be a set DC. But, since nobody ever has enough points for Sense Motive, does that mean that the DC should always be less than 20? Otherwise, they will never make the roll and why bother with it. Or, if there is a Rogue in the group, should the DC be higher sometimes?

KaeYoss said:

for me, "notice" and "hear" a faint noice is the same. either you are aware of it or not. With a higher bonus to listen you will probably be better at identifying the noise

They are two different things. Practically every character in a party should be able to hear the same faint noises. The difference is in either skill (WotC method), or experience and skill (my method) to both pay attention to it and recognize that it might mean something.

How many times in real life does someone say “Hear that?”? Practically every time, most people can hear it, it is just the observant people who actually notice it in the first place. The Listen skill is about noticing things, not improving your ears.

KaeYoss said:

Why should they all be good at this? because they all die if they aren't? Surely not!

They should be good due to experience. Doing the same job (adventuring) day in and day out should automatically increase characters ability to recognize danger signs, look in the appropriate places for problems, etc.

The problem in this discussion is that you do not consider Spot and Listen and potentially Sense Motive as skills that adventurers would learn automatically over time. I do.

Just like a woodsman would learn over time to not sleep in the rain or to not stay out in the sun too long or to seek high ground when dark clouds come in so that he does not get caught in a flash flood, adventurers would also learn to look behind doors, look above doorways, listen carefully at closed doors, etc.

The game is designed to have certain classes be blind as bats and dumb as posts. Idiocy.

KaeYoss said:

I could also argue that everyone should be able to notice traps (and I mean the ones with the higher DC's, the ones you need the rogue's trap ability to notice), not just the rogue. I could notice "but we ain't got a rogue in the party, and if there is a trap which kills us if we won't notice it, we'll surely die". Well, it's sad but the way it works. You can't have everything.

Yes and if you argued that, I would agree with you. The “only a Rogue with this level of Searching can find this level of traps” is a stupid rule. So is the Find Traps spell.

KaeYoss said:
They look like skills, the work like skills, they are skills.

Oh, you mean like swinging a weapon?

Just because WotC did not make weapon fighting a skill does not mean that it isn’t one.

However, the game works better with the BAB concept.

The game would also work better with the BPB concept (Base Perception Bonus). In fact, if 3E had come out with this, I doubt you would be arguing against it.

KaeYoss said:
Sigh, that's a poor character design IMO.

The problem is this.

As an advancing character, I gain more hit points. I gain more BAB. I gain better saves. I gain more feats.

And yes, I gain more skill.

However, these are cross class skills we are talking about here for most classes.

So in a lot of cases, even if I max out Spot and Listen (ignoring Sense Motive completely), I have to use up 4 skill points per level. A lot of classes do not get 4 skill points per level. And, even after maxing it out, it is STILL very difficult to notice anything. Even if I try my hardest to be the best I can be at it.

So, some classes are double whammied. They CANNOT buy enough skill to seriously make a difference, especially at higher level AND they do not have enough points to max out these skills, even if they wanted to.

So, two of the most important skills in the game are effectively beyond the reach of most characters. Yes, you can take a rank or two of it here and there, but typically enough to not make a difference, especially at higher level.

So, although the group of adventurers have been doing this for years, they are still so myopic and get ambushed and surprised all of the time, just because the game system has a stupid design flaw in it.

Logically, it does not make sense that seasoned adventurers would be non-observant. However, the cross class and low skill point features of the game design FORCE that to be the case, even if a given character decides to max out these types of skills, it isn’t enough and it takes up most or all of his skill points.

It’s just a stupid design period. IMO. :)
 
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As an additional observation, a Wiz20 could have a max of spot 11 ranks, but a Wiz19/rog1 could have a max spot of 23 ranks.

Interesting that just one level of another class could raise the max ranks allowed so much...
 

KarinsDad said:
So in a lot of cases, even if I max out Spot and Listen (ignoring Sense Motive completely), I have to use up 4 skill points per level.
A fighter maxing out Spot and Listen only spends two skill points per level, the same as a rogue. The difference is that those skill points gives him less benefit - one rank per two points instead of one per point.
 

Staffan said:

A fighter maxing out Spot and Listen only spends two skill points per level, the same as a rogue. The difference is that those skill points gives him less benefit - one rank per two points instead of one per point.

That is incorrect, once he maxes it out he will only be allowed to spend 1 skill point per level to gain 0.5 ranks per level. Per the max Cross-Skill rank rules.
 

Staffan said:

A fighter maxing out Spot and Listen only spends two skill points per level, the same as a rogue. The difference is that those skill points gives him less benefit - one rank per two points instead of one per point.

The Fighter is also out of skill points if he does that, having nothing left for other skills unless he has an Int about 11.

The Rogue, on the other hand, has 6 or more skill points left over.

100% of base skill points vs. 25% of base skill points, for less effectiveness.

So, not only is the Fighter not as good at it, even though he spent the same number of points, but he also cannot afford to do it at all and still acquire reasonable ranks in other skills.

The game is designed to totally prevent the Fighter from being reasonably alert considering that opposed checks are against cross classed skills for most classses.

smetzger said:

That is incorrect, once he maxes it out he will only be allowed to spend 1 skill point per level to gain 0.5 ranks per level. Per the max Cross-Skill rank rules.

How is what Staffan said incorrect (other than for level 1)? It basically looks correct to me.

Plane Sailing said:
As an additional observation, a Wiz20 could have a max of spot 11 ranks, but a Wiz19/rog1 could have a max spot of 23 ranks.

Interesting that just one level of another class could raise the max ranks allowed so much...

Are you sure about this?

Page 56 states that you purchase skills when multi-class as per your new class. So, if you were Rogue 1 and decided to go Wizard 1 at second level, this means that Spot becomes a cross class skill for purchasing at that level, hence, you still have to pay the 2 for 1. I could not find, however, a statement (might be there, I’m just sometimes blind in the morning) that states that your maximum does not change to a combined maximum (which would make more sense).
 

KarinsDad said:

Are you sure about this?

Page 56 states that you purchase skills when multi-class as per your new class. So, if you were Rogue 1 and decided to go Wizard 1 at second level, this means that Spot becomes a cross class skill for purchasing at that level, hence, you still have to pay the 2 for 1. I could not find, however, a statement (might be there, I’m just sometimes blind in the morning) that states that your maximum does not change to a combined maximum (which would make more sense).

Yes, you *pay* depending upon the class that you level up in, but skills which a class skills for any of the classes which you multiclass in get the favourable (char level+3) cap. The exception is exclusive skills which are limited to (class level +3) for the appropriate class - my example wiz/rog above could only have use magic item 4 ranks, for instance.

I don't have a PHB to give a page number, but I think you'll find this situation described on the section about multiclassing.

(IMO it is the best reason for a wizard to take a level of rogue at some point - just to give much higher caps for lots of important skills)
 

Izod said:


so even tho hte hero knows the bad guy is there and attacking he can not raise his shield or even declare that he is going to dodge that target. So basically the hero knowing that there is a nasty orc in his face he can see the orc and even smell his stinky breath he can't defend?

What about free actions. can't these happen at any time during the round? isn't raising an already readyed shield a free action?

Basically what we're talking about here is the hero sees the orc, the orc moves first and attacks, and the hero (while still aware of the orc's movements) just doesn't react in enough time to really do anything. He's been caught flat footed....hasn't set himself to receive the blow, maybe hasn't drawn his sword or brought his shield to bear....however you want to describe. Ever been in a position where you see something coming at you and don't really have a chance to react? Same thing here.
 

KarinsDad said:
Absolutely, it should be a set DC. But, since nobody ever has enough points for Sense Motive, does that mean that the DC should always be less than 20? Otherwise, they will never make the roll and why bother with it. Or, if there is a Rogue in the group, should the DC be higher sometimes?

I wouldn't think DC. I would think of how insistant that Guard is and set the DC accordingly. If he raises his voice and keeps on telling that said tavern is best even after he ran out of reasons to do so, the DC would be around 5. If he just mentions the tavern once and says it's his personal preference, the DC would be 20 or so. No matter how good the players' sense motive bonuses are. If they aren't able to get the hint, their adventure will be a little harder, and if they suspect that the guard has some reason to send them there, it won't help to much anyway: he could be the son of the landlord, he could be bribed by the landlord, he could be blackmailed by some evil bloodsucking vampire ghosts that slaughtered all the wenches and wait for the paladin to arrive to drink his blood, transforming him into a good-like being. But the adventurers wouldn't know. I'd say they could deduce the general reason for the guards action, but the DC should be so high that only a real good judge of charakter (someone who actively pursued the sense motive skill, maxing it out and having it on the class skill list) could make the roll.

They are two different things. Practically every character in a party should be able to hear the same faint noises. The difference is in either skill (WotC method), or experience and skill (my method) to both pay attention to it and recognize that it might mean something.

How many times in real life does someone say “Hear that?”? Practically every time, most people can hear it, it is just the observant people who actually notice it in the first place. The Listen skill is about noticing things, not improving your ears.

Yea, now I got your meaning. And it is in fact a good argument why listen should be a prober skill: everyone can hear the stuff, and many can notice sounds that are quite easy to notice, but if you want to be a good listener you have to practise your talents, which is represented by placing skill points in it, skill points that can't be spend somewhere else.

They should be good due to experience. Doing the same job (adventuring) day in and day out should automatically increase characters ability to recognize danger signs, look in the appropriate places for problems, etc.

The problem in this discussion is that you do not consider Spot and Listen and potentially Sense Motive as skills that adventurers would learn automatically over time. I do.

Just like a woodsman would learn over time to not sleep in the rain or to not stay out in the sun too long or to seek high ground when dark clouds come in so that he does not get caught in a flash flood, adventurers would also learn to look behind doors, look above doorways, listen carefully at closed doors, etc.

Well, we already had the example of driving several times: if you cause a crash, you should learn that you have to drive more cautiously. But some people have to learn it the hard way by having an accident another time. And other people never learn and destroy one car after the other (I heard about people who have 6 cars a year, and they sold none of them....)

What you do is as follows: you increase the number of skill points for the classes (I said I would allow that) and add the three skills to some class skill lists (although I wouldn't do that: you already have more skill points, so it won't be so bad to have it as a cross class skill. And if you insist on having it as a class skill, you have to multiclass, forsaking some benefits of a higher level in your old class!). Then people can take those skills more easily. If they don't want to, make them learn the hard way! If they are ambushed thrice a game session and still don't consider taking ranks in listen and spot, or if they're fooled by every second person they meet and still take no ranks in sense motiv, then they are stupid and deserve it!


The game is designed to have certain classes be blind as bats and dumb as posts. Idiocy.

If you make listen, spot, and sense motive inherent features like bab, then _everyone_ will have a certain aptitude for them sooner or later. I don't think that's right.

The “only a Rogue with this level of Searching can find this level of traps” is a stupid rule. So is the Find Traps spell.

No it ain't: the better you are, the more devious traps you can find. Almost everyone will notice that big hole in the ground with only a couple of twigs and nearly not enough foliage over it, but you have to be a master in your craft to notice that 1-mm-depression in the floor.

Sure, the rule that only rogues can find and disarm traps with a DC of over 20 is not perfect. But they have to have an advantage with traps - it's a thief ability and probably has been since OD&D (though I can't say for sure since I only know AD&D2 and D&D3). We could raise the DC's for everyone else by 10 points or so, but rogues have to be better in dealing with traps.


Oh, you mean like swinging a weapon?

Just because WotC did not make weapon fighting a skill does not mean that it isn’t one.

However, the game works better with the BAB concept.

The game would also work better with the BPB concept (Base Perception Bonus).

Fighting has always been a very important part of D&D and "deserves it's extra rules. But if we start to take the skill system apart again, after it was brought together only in the most recent edition of the rules, we would be right back to AD&D.

In AD&D there were "thief skills" which could ONLY be learned by thieves, and that included climb walls and hear noises. Other characters _maybe_ had a wisdom check for that. 3e incorporated all that into a single skill concept. And that's good. It keeps it all easy. Your system would incorporate additional columns into the class tables, after BAB, FORT, REF, WILL.
BAB, and with that, fighting, is, as I said, an important part of D&D (which is combat oriented) and deserves an extra system for this alone. Also, it's something you are doing with adrenaline in the veins, there is an enemy right in front of you who attacks you. There's always the factor of luck (with natural ones and twenties) because of this.
Saves deserve to be handled differently, too: They are a pure reaction, and failure always means that something bad happens to you (you're poisoned, dead, charmed, scared, paralyzed...). Also, you have the factor of luck with natural 1 and 20.
But skills, including spot, listen and sense motive are there to accomplish something, and don't cause harm by themselves if you fail. You won't die because you didn't hear that guy up in the trees. You'll die (maybe) because he then can sneak attack you, cutting your throat or something.

In fact, if 3E had come out with this, I doubt you would be arguing against it.

We'll never know. But I say that I would be annoyed by class that have 8 columns consisting only of numbers. (Level, BAB, Fort, Ref, Will, Spot, Listen, SenMot). That's one of the things that annoy me with the monk: a damn big table. And now imagine the monks table with 3 more columns.

So, two of the most important skills in the game are effectively beyond the reach of most characters. Yes, you can take a rank or two of it here and there, but typically enough to not make a difference, especially at higher level.

So, although the group of adventurers have been doing this for years, they are still so myopic and get ambushed and surprised all of the time, just because the game system has a stupid design flaw in it.

Logically, it does not make sense that seasoned adventurers would be non-observant. However, the cross class and low skill point features of the game design FORCE that to be the case, even if a given character decides to max out these types of skills, it isn’t enough and it takes up most or all of his skill points.

It’s just a stupid design period. IMO. :)

If you make it to easy to be on par with the rogues if it comes to sneaking and detecting, you eliminate the possibility of a succesful assassin. That's just no fantasy.
I've read a couple of books and seen a couple of movies with roguish characters in. They went undetected most of the time. That thief could sneak in the palace even if there were guards. If he were caught by every second guard, the film would have been boring.

So make it more easy to have decent values in spot and listen, but don't make it to easy or even something that always happens, _or_ reduce assassins to people who are lousy fighters with the only good thing to say about them that they can open locks and disarm traps, because it's a fact in D&D that rogues are known to be able to sneak up on the fighter most of the time, just as it is a known fact fighters hit rogues most of the time. If you make the "defense" against sneaking an automatic thing, make the "defense" against being hit (AC) an automatic thing by providing everyone with a +1 to AC every X levels. So we end up with a game where everyone is good at everything and at the next step we get rid of classes and levels, eventually of rules. Would be good for my bank account: these rulebooks cost money. Would be better we just sit around a table with a set of 5 normal dice (found in the ludo box), say what we do and on a 6 it succeeds. Easy and fair. Without weaknesses for the players, without excitement.
 

KaeYoss said:

Yea, now I got your meaning. And it is in fact a good argument why listen should be a prober skill: everyone can hear the stuff, and many can notice sounds that are quite easy to notice, but if you want to be a good listener you have to practise your talents, which is represented by placing skill points in it, skill points that can't be spend somewhere else.

Practice?

Characters do not have to practice getting better at saves or BAB.

They learn via experience.

It's unfortunate that part of DND is "learn by buying". Sigh.

KaeYoss said:

In AD&D there were "thief skills" which could ONLY be learned by thieves, and that included climb walls and hear noises. Other characters _maybe_ had a wisdom check for that. 3e incorporated all that into a single skill concept. And that's good.

But, not good enough that a Wizard with 13 Ranks in Search could not find the DC 25 trap?

That's just lame. When talking skills, anyone with enough total to roll the DC should be just as good as any other character. You buy the skill ranks, you should get the same advantage as everyone else.

Like I said, a stupid rule.

KaeYoss said:

We'll never know. But I say that I would be annoyed by class that have 8 columns consisting only of numbers. (Level, BAB, Fort, Ref, Will, Spot, Listen, SenMot). That's one of the things that annoy me with the monk: a damn big table. And now imagine the monks table with 3 more columns.

This is an extremely poor counter argument.

Columns in the book?

There are 500 charts and columns in the books. That is why we have character sheets that have ability scores, saves, to hit, damage, skills, etc. on them.

Moving 3 skills from the skill list on a character sheet up next to Saves is not a big deal at all.

When talking NPCs, you still have to have it listed somewhere how good they are at Spot, even if they have 0 Ranks in it and are relying on Wisdom.

I know of nobody who opens up the book and looks at columns during game time to find out what the AC of a 6th level Monk is unless they did not prepare the Monk at all ahead of time. In that case, it's a good bet that they have no clue as to what that Monks Spot skill may be, how his AC is affected by magic items, or anything else about the Monk.

KaeYoss said:

If you make listen, spot, and sense motive inherent features like bab, then _everyone_ will have a certain aptitude for them sooner or later. I don't think that's right.

Why not? What exactly is wrong with acquiring a little perceptive ability slowly over time? We've played that way for over a year now in our group and have had zero problems with it.

I guess this is the key question for your position. What is wrong with it?

Your counter arguments have so far basically been that this is not how 2E or 3E is designed.

Well, that's the point.

You've also suggested a "weakening of rogues and assassins argument", but when you do that (see below), you change the discussion from an inherent one (having some skill) to an on par one (having equal skill) which I am not suggesting.

KaeYoss said:

If you make it to easy to be on par with the rogues if it comes to sneaking and detecting, you eliminate the possibility of a succesful assassin. That's just no fantasy.

You are mixing up two different systems. On par and inherent do not mean the same thing. An on par system might mean making perception skill class skills for other classes and giving them extra skill points, so that they can be +15 to Spot when the Assassin is +15 to Hide.

Inherent means gaining perception ability like BAB where this is what you get. So, you are +4 or +7 or +10 to Spot when the Assassin is +15 to Hide. An inherent system also does not mean that there cannot be complimentary skills so that characters who want to improve even more than inherent allows them. In fact, that would be the best of both worlds.

At 9th level in my current Inherent system, all characters are +3 to Spot, Listen, and Sense Motive over not using the house rule. Is that SO unbalancing for mid level characters? The same level Rogues are still often +12, +15 or even more to Hide. The PCs are just +3 to +8 to Spot as opposed to +0 to +5 to Spot. Btw, a caveat to this. I do not always give Spot or Listen rolls to every PC. You roll enough dice and you are bound to have someone roll high. Instead, I tend to have the closest PCs have a chance to notice or I give penalties to the PCs who are further away.

I totally agree that an On Par system would not be good.

But, I also think that a difficult to acquire and even when acquired, it is not sufficient system, like 3E perception, is nearly as bad.

In fact, I created a 2E Perception Roll house rule since perception was totally lacking in 2E except for thieves. Duh! :)
 

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