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<blockquote data-quote="Fenris-77" data-source="post: 7631699" data-attributes="member: 6993955"><p>No, we don't <em>exactly</em> agree, although I do agree with most of your post. My issue, at least with your characterization of my post: An intrigue campaign doesn't have to cut away two pillars and that wasn't my plan, and the third pillar is wobbly already. The under developed nature of social interaction is really the bigger picture problem here, and the rules in the DMG to flesh it out ... aren't good. </p><p></p><p>On the issue of skill checks, why don't we just assume I'm not a mook and move on from there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> Obviously there aren't auto successes, but when your mod is +11 and everyone else has +5 or whatever there are some things that come mighty close. Or at least close enough that there's never any doubt about who makes the roll when more than one PC has the skill and there's a roll to be made. I have the same tools at my disposal as you to control the spotlight, but there's a point at which it feels contrived and obvious that the rogue is getting skipped on a regular basis. In a more meta way, I also find it annoying to have to plan that much just to deal with one characters outlandish mod in one skill. </p><p></p><p>To be clear, my issues are part of the design process, not an ongoing campaign. I'm attempting to proactively fix some issues that I know from experience will come up. Its not a table management issue at all though.</p><p></p><p>Don't get me wrong, I'm all over ways to involve the whole party in different aspects of a task to achieve group success. I'm writing some rules overlays for social interaction specifically help accomplish this. And yet at every turn I'm running numbers, and thinking <em>yeah, that works really well ... damn ... expertise mucks it up </em>I'm not saying that expertise and reliable talent make what I want to do impossible, I'm saying they have significant potential to make what I want to do less fun for several someones at the table on a regular basis.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7631699, member: 6993955"] No, we don't [I]exactly[/I] agree, although I do agree with most of your post. My issue, at least with your characterization of my post: An intrigue campaign doesn't have to cut away two pillars and that wasn't my plan, and the third pillar is wobbly already. The under developed nature of social interaction is really the bigger picture problem here, and the rules in the DMG to flesh it out ... aren't good. On the issue of skill checks, why don't we just assume I'm not a mook and move on from there. :D Obviously there aren't auto successes, but when your mod is +11 and everyone else has +5 or whatever there are some things that come mighty close. Or at least close enough that there's never any doubt about who makes the roll when more than one PC has the skill and there's a roll to be made. I have the same tools at my disposal as you to control the spotlight, but there's a point at which it feels contrived and obvious that the rogue is getting skipped on a regular basis. In a more meta way, I also find it annoying to have to plan that much just to deal with one characters outlandish mod in one skill. To be clear, my issues are part of the design process, not an ongoing campaign. I'm attempting to proactively fix some issues that I know from experience will come up. Its not a table management issue at all though. Don't get me wrong, I'm all over ways to involve the whole party in different aspects of a task to achieve group success. I'm writing some rules overlays for social interaction specifically help accomplish this. And yet at every turn I'm running numbers, and thinking [I]yeah, that works really well ... damn ... expertise mucks it up [/I]I'm not saying that expertise and reliable talent make what I want to do impossible, I'm saying they have significant potential to make what I want to do less fun for several someones at the table on a regular basis. [/QUOTE]
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