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<blockquote data-quote="OB1" data-source="post: 8739594" data-attributes="member: 6796241"><p>So my initial reaction to this change was that I was just going to house-rule back to the 2014 rule, but I've come up with what I think is a more elegant solution, through an easy to apply ruling.</p><p></p><p><strong>If the DC of a task (and possibly Saving Throw) is higher than 20, only characters with training in a relevant skill (or saving throw) have a chance at success.</strong></p><p></p><p>What I like here is that someone trained in Aracana, for example, could still succeed on a DC30 check at level 1 or fail a DC10 check at level 20, while putting a 'cap' on what someone untrained can do, thus making which skills you take more impactful. </p><p></p><p>I'm back and forth on the saving throw piece. I really like that different characters have strengths and weaknesses that push them out of the chance to succeed/fail against different things, but I also get that it's fun for players to have at least a chance.</p></blockquote><p></p>
[QUOTE="OB1, post: 8739594, member: 6796241"] So my initial reaction to this change was that I was just going to house-rule back to the 2014 rule, but I've come up with what I think is a more elegant solution, through an easy to apply ruling. [B]If the DC of a task (and possibly Saving Throw) is higher than 20, only characters with training in a relevant skill (or saving throw) have a chance at success.[/B] What I like here is that someone trained in Aracana, for example, could still succeed on a DC30 check at level 1 or fail a DC10 check at level 20, while putting a 'cap' on what someone untrained can do, thus making which skills you take more impactful. I'm back and forth on the saving throw piece. I really like that different characters have strengths and weaknesses that push them out of the chance to succeed/fail against different things, but I also get that it's fun for players to have at least a chance. [/QUOTE]
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