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<blockquote data-quote="Asisreo" data-source="post: 8763223" data-attributes="member: 7019027"><p>I can disprove that easily overall concept easily. Here's a thought experiment.</p><p></p><p>A party of two walk into the woods where they face a broken bridge. Going around would take too long. The first character has two options: magically repair the bridge or they can attempt to jump the gap. Unbeknownst to them, even if the bridge was repaired, their weight would break it again and they'd fall and the character has only a 25% chance of succeeding the jump. The second character has one option: jump the gap. But they have a 75% chance of succeeding. </p><p></p><p>Character one has more options, yet character two is the only one with good odds on a beneficial outcome. </p><p></p><p>It is an extreme example, but I only had to disprove the negative. </p><p></p><p>Though the scout has more options to get out of their "wrong place." If we're assuming a rogue, high stealth means they aren't as likely to get caught. High theives' tool proficiency to disarm traps and locked doors in their way. High dex saves to possibly bypass any trap damage even if they don't disarm it. </p><p></p><p>It'd be quite the scenario for the enemy to catch the rogue and the rogue is unable to escape. It'd have to be nothing short of knowing the rogue was going to be alone and constructing your dungeon with that in mind.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8763223, member: 7019027"] I can disprove that easily overall concept easily. Here's a thought experiment. A party of two walk into the woods where they face a broken bridge. Going around would take too long. The first character has two options: magically repair the bridge or they can attempt to jump the gap. Unbeknownst to them, even if the bridge was repaired, their weight would break it again and they'd fall and the character has only a 25% chance of succeeding the jump. The second character has one option: jump the gap. But they have a 75% chance of succeeding. Character one has more options, yet character two is the only one with good odds on a beneficial outcome. It is an extreme example, but I only had to disprove the negative. Though the scout has more options to get out of their "wrong place." If we're assuming a rogue, high stealth means they aren't as likely to get caught. High theives' tool proficiency to disarm traps and locked doors in their way. High dex saves to possibly bypass any trap damage even if they don't disarm it. It'd be quite the scenario for the enemy to catch the rogue and the rogue is unable to escape. It'd have to be nothing short of knowing the rogue was going to be alone and constructing your dungeon with that in mind. [/QUOTE]
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