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A Rogue Proposal:Skill Synergy
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<blockquote data-quote="slobster" data-source="post: 6024848" data-attributes="member: 6693711"><p>I'd rather not see a rogue, or any other "base" class, that has to roll a whole lot more dice during its turn and make a whole lot more decisions than other characters. If you give the rogue the option of rolling skill checks to improve other checks, it becomes in the players best interest to use that as often as possible. Now, every time they want to walk 12 feet and then stab a goblin, they come up with 3 different ways that their skill list tenuously relates to the situation at hand, then roll 3 different checks involving 3 sets of dice and 3 bonuses which determine the set of bonuses that applies on top of the normal bonuses which modify the roll that they were going to make to resolve the action in the first place!</p><p></p><p>Much better to move 12 feet, roll a d20 and add the normal modifiers, and attack the goblin.</p><p></p><p>I'm not against new and innovative ways to make rogues feel more "sly" and skill-oriented, so that a rogue that say focuses on knowledge skills actually plays quite differently from a rogue that focuses on stealth and deception skills. I just think that this particular suggestion sounds like a bit more trouble than it's worth. YMMV, etc.</p><p></p><p>I'm agreed with [MENTION=54843]ZombieRoboNinja[/MENTION] about the +dice to skill checks. Part of the sweetness of skill mastery is that it doesn't make you better at tough tasks, nor does it allow you to accomplish tasks that are beyond your competence. It just makes you fail less (not at all!) at simple and moderate tasks, and makes your failures less severe (if that is a factor). And adding potentially +1d6/level to skill checks gets out of hand real fast.</p><p></p><p>In general I also think that you shouldn't force a player to choose between improving his ability in combat or improving his ability out of combat. The combat choice will almost always be optimal, leaving those who chose the out of combat choice feeling cheated for their desire to explore other parts of the game. It also leaves the vast majority of players feeling like they are forced to choose the combat option by its sheer effectiveness, even if they sometimes wish they could give the out of combat subsystems a spin. Let everyone do both, and let combat resources be traded out for different combat resources and skill resources traded for other skill or interaction resources.</p></blockquote><p></p>
[QUOTE="slobster, post: 6024848, member: 6693711"] I'd rather not see a rogue, or any other "base" class, that has to roll a whole lot more dice during its turn and make a whole lot more decisions than other characters. If you give the rogue the option of rolling skill checks to improve other checks, it becomes in the players best interest to use that as often as possible. Now, every time they want to walk 12 feet and then stab a goblin, they come up with 3 different ways that their skill list tenuously relates to the situation at hand, then roll 3 different checks involving 3 sets of dice and 3 bonuses which determine the set of bonuses that applies on top of the normal bonuses which modify the roll that they were going to make to resolve the action in the first place! Much better to move 12 feet, roll a d20 and add the normal modifiers, and attack the goblin. I'm not against new and innovative ways to make rogues feel more "sly" and skill-oriented, so that a rogue that say focuses on knowledge skills actually plays quite differently from a rogue that focuses on stealth and deception skills. I just think that this particular suggestion sounds like a bit more trouble than it's worth. YMMV, etc. I'm agreed with [MENTION=54843]ZombieRoboNinja[/MENTION] about the +dice to skill checks. Part of the sweetness of skill mastery is that it doesn't make you better at tough tasks, nor does it allow you to accomplish tasks that are beyond your competence. It just makes you fail less (not at all!) at simple and moderate tasks, and makes your failures less severe (if that is a factor). And adding potentially +1d6/level to skill checks gets out of hand real fast. In general I also think that you shouldn't force a player to choose between improving his ability in combat or improving his ability out of combat. The combat choice will almost always be optimal, leaving those who chose the out of combat choice feeling cheated for their desire to explore other parts of the game. It also leaves the vast majority of players feeling like they are forced to choose the combat option by its sheer effectiveness, even if they sometimes wish they could give the out of combat subsystems a spin. Let everyone do both, and let combat resources be traded out for different combat resources and skill resources traded for other skill or interaction resources. [/QUOTE]
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