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General Tabletop Discussion
*Pathfinder & Starfinder
add 1/2 level to ability checks? What? Why?
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<blockquote data-quote="JPL" data-source="post: 4281354" data-attributes="member: 1964"><p>I have no problem accepting the idea that a battle-tested hero has all sorts of inner reserves and intangible qualities and general mojo that let him pull off incredible feats when the pressure is on.</p><p></p><p>I also like the idea that anyone who is roleplaying a "sickly wizard" is probably not going to try to deadlift a portcullis in the first place . . . but if he does it and succeeds, a good roleplayer will find a justification consistent with his character, whether that means a lever or that the puny wizard hasn't realized that after years of the adventurer's life and dozens of battles, he's actually toughened up quite a bit. Channeling all that arcane energy takes enormous will and concentration, and someone with those abilities can occasionally overcome the limitations of the body, even though his back will be sore as hell the next morning. </p><p></p><p>And I like the idea that a brawny fighter at paragon level is going to outsmart NPC sages --- he wins chess by analogizing to real combat, he deciphers script because he saw something similar in a dungeon, etc.</p><p></p><p>In fact, I like this sort of feat. Heroism is not just being good at your job --- it's finding a way to overcome whatever obstacles come your way. It's not just building upon your strengths, it's also confronting and overcoming your weaknesses.</p><p></p><p>Reminds me of that episode of ST:TNG where everyone got thrust into an unfamiliar situation --- Picard was stuck with kids, Troi was in command, Geordi and Crusher were cut off from their departments, and Worf had to deliver the baby.</p></blockquote><p></p>
[QUOTE="JPL, post: 4281354, member: 1964"] I have no problem accepting the idea that a battle-tested hero has all sorts of inner reserves and intangible qualities and general mojo that let him pull off incredible feats when the pressure is on. I also like the idea that anyone who is roleplaying a "sickly wizard" is probably not going to try to deadlift a portcullis in the first place . . . but if he does it and succeeds, a good roleplayer will find a justification consistent with his character, whether that means a lever or that the puny wizard hasn't realized that after years of the adventurer's life and dozens of battles, he's actually toughened up quite a bit. Channeling all that arcane energy takes enormous will and concentration, and someone with those abilities can occasionally overcome the limitations of the body, even though his back will be sore as hell the next morning. And I like the idea that a brawny fighter at paragon level is going to outsmart NPC sages --- he wins chess by analogizing to real combat, he deciphers script because he saw something similar in a dungeon, etc. In fact, I like this sort of feat. Heroism is not just being good at your job --- it's finding a way to overcome whatever obstacles come your way. It's not just building upon your strengths, it's also confronting and overcoming your weaknesses. Reminds me of that episode of ST:TNG where everyone got thrust into an unfamiliar situation --- Picard was stuck with kids, Troi was in command, Geordi and Crusher were cut off from their departments, and Worf had to deliver the baby. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
add 1/2 level to ability checks? What? Why?
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