Simon Marks
First Post
Ok, it's my first real thread...
I'm working on the assumption that one of the issues to be solved in 3.x was the fact that tasks where either Auto-Success for a specialist or an Auto-Fail for 'everybody else'. This is the reason that 1/2 Level is added to skill checks.
Let's take an example - Tumble.
At about 10th level a 'maxxed out' character has +13 from ranks, +5 from a Stat, +2 from synergy for a total of +20.
+20 is the magic number, when you reach a variance of +20 it becomes Auto-Success vs Auto-Fail. It's reached around 10th level in 3.x
A variance of +13 from Specialist to 'baseline' is optimum (for me) - a DC of 17 becomes 20% fail vs 20% success. A variance of +15 is tolerable (DC 18 = 15% vs 15%)
I'm also working on the assumption that Skill Training = +5 to a roll, and Skill Focus feat = +5 to a roll.
So, we can now ignore Level as no longer adding to the Variance. The difference between a specialist and everyone else becomes;
5 (Skill Training) + 5 (Skill Focus) + ? (Attribute Modifier)
This number is +13->+15 at First Level (16-20 dex, assuming that +2 Dex can go over 18) - right in the optimum range.
If attributes go up over levels, this maths vanishes. The Variance goes from a Maximum of +15 to a Maximum of +18 at 24th level.
+18 means "Fail on a 1 vs Succeed on a 20". Too much.
I don't think that the Maths, nor the design goals, support this.
I'm guessing attributes don't scale.
I'm working on the assumption that one of the issues to be solved in 3.x was the fact that tasks where either Auto-Success for a specialist or an Auto-Fail for 'everybody else'. This is the reason that 1/2 Level is added to skill checks.
Let's take an example - Tumble.
At about 10th level a 'maxxed out' character has +13 from ranks, +5 from a Stat, +2 from synergy for a total of +20.
+20 is the magic number, when you reach a variance of +20 it becomes Auto-Success vs Auto-Fail. It's reached around 10th level in 3.x
A variance of +13 from Specialist to 'baseline' is optimum (for me) - a DC of 17 becomes 20% fail vs 20% success. A variance of +15 is tolerable (DC 18 = 15% vs 15%)
I'm also working on the assumption that Skill Training = +5 to a roll, and Skill Focus feat = +5 to a roll.
So, we can now ignore Level as no longer adding to the Variance. The difference between a specialist and everyone else becomes;
5 (Skill Training) + 5 (Skill Focus) + ? (Attribute Modifier)
This number is +13->+15 at First Level (16-20 dex, assuming that +2 Dex can go over 18) - right in the optimum range.
If attributes go up over levels, this maths vanishes. The Variance goes from a Maximum of +15 to a Maximum of +18 at 24th level.
+18 means "Fail on a 1 vs Succeed on a 20". Too much.
I don't think that the Maths, nor the design goals, support this.
I'm guessing attributes don't scale.