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*Dungeons & Dragons
A Reliable Talent for Expert Stealth
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<blockquote data-quote="5ekyu" data-source="post: 7631766" data-attributes="member: 6919838"><p>Have not read whole thread do likely repeating, the goal of expertise snd reliable is to allow the tier-3 rogue to be able to so excel at routine tasks that it's not a challenge. As game evolves, challenges of certain types fall away as the capabilities increase. A 20' pit might be eortidome at lower levels yoo, but by 11th, not so much.</p><p></p><p>But I would take issue with this</p><p>"To be clear, /negating/ this advantage would be easy. Denying the rogue a place to hide is not a solution. "</p><p></p><p>In those case, stealth, it seems to me like it is. Mainly, because this is not a GM deciding to setup a stealth buster, but, simply put, it's something done in game by NPCs. By 11th level, the threats of infiltration have to account for not just rogue stealth but invisibility, gas form etc and of thosexsteslth is entirely manageable by a simple well light empty hallway and a couple guards - not to mention magic Mouths and alarm sprlls etc. </p><p></p><p>Stealth depends on cover, obscuring opportunities, poor lighting or a variety of in-game-world manageable by NPCs options in many cases.</p><p></p><p>Obviously there are quite a few cases where this proficiency-plus-two-class-features ability will best typical threats, but that is imo appropriate. </p><p></p><p>Honestly, stealth is to me not one of the better expertise options.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7631766, member: 6919838"] Have not read whole thread do likely repeating, the goal of expertise snd reliable is to allow the tier-3 rogue to be able to so excel at routine tasks that it's not a challenge. As game evolves, challenges of certain types fall away as the capabilities increase. A 20' pit might be eortidome at lower levels yoo, but by 11th, not so much. But I would take issue with this "To be clear, /negating/ this advantage would be easy. Denying the rogue a place to hide is not a solution. " In those case, stealth, it seems to me like it is. Mainly, because this is not a GM deciding to setup a stealth buster, but, simply put, it's something done in game by NPCs. By 11th level, the threats of infiltration have to account for not just rogue stealth but invisibility, gas form etc and of thosexsteslth is entirely manageable by a simple well light empty hallway and a couple guards - not to mention magic Mouths and alarm sprlls etc. Stealth depends on cover, obscuring opportunities, poor lighting or a variety of in-game-world manageable by NPCs options in many cases. Obviously there are quite a few cases where this proficiency-plus-two-class-features ability will best typical threats, but that is imo appropriate. Honestly, stealth is to me not one of the better expertise options. [/QUOTE]
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