Characters of War up at Wizards

Runestar said:
His point was more that the houserule seemed more like you were rewarding players for sucking, while punishing (indirectly) other players for playing effective characters.
It's really hard to suck in 4E unless you're purposely picking the worst options there are. If your definition of suck is not having any skill above +10 at first level, then there's really no point in discussing this.

Runestar said:
The fighter with 10 cha likely chose to have 10cha because he wanted or was willing to forgo intimidate and concentrate on other stats which would give him an edge in combat, such as dex or con. As such, this seems all the more reason not to give him a bonus in intimidate. Conversely, if he opted to skip cha exactly because he knew that there would be a free nameless +3 skill bonus to make up for the deficiency, that too can be construed as a form of optimization. Especially when you consider that cha is normally a dump stat for fighters.
Why exactly would it be a bad thing for a fighter to have a decent intimidate (to look at one example) even if he doesn't have a decent charisma? It's really easy to justify from a roleplaying perspective as well.

Runestar said:
On the other hand, the dragonborn who pumped cha for a good intimidate check is ironically, no better off than the fighter who dumped cha. Which seems to be making a mockery out of his efforts. Especially when there does not appear to be any background for the dragonborn which can compensate for the loss in stat points to his say, dex.
The dragonborn will still have a higher intimidate than the other fighter (or at the very least equal, but that's not pumping), he might have a much higher streetwise as well, and he's free to train more cha skills later on, maybe even multiclass into some powers that use charisma. Anyway you wanna look at it, there are benefits for him having a decent/high charisma, even if they might not be the most power-gamey benefits ever.

Runestar said:
IMO, until my skill check is high enough to be able to automatically pass any challenge without having to roll at all, there is no such thing as a useless or wasted bonus/boost to the relevant skill.;)
Something that never comes into play is a waste, especially if the reason for it not coming into play is the fact that one character can ace it without rolling; the others will never even bother trying, and he won't get the opportunity, which is hardly fun.

Runestar said:
It may also penalize other players who did not get the benefit of the skill bonus (as may be the case for skills like stealth, which everyone has to make separately). Either way, you should still have an edge over the other players from a relative POV, in that even if your chances remain the same with the new heightened DCs, their chances will now have worsened by comparison.
And they won't even bother trying, which is the exact opposite of the concept 4E is trying to get across. Keep in mind you're not playing against the other PCs, you're playing with them.

Runestar said:
That can be a good thing in itself. If for example, intimidate checks never come up exactly because one PC in the party is so good at it, then pumping intimidate has pretty much paid for itself, because by not having to make any such checks, it is tantamount to always succeeding/never failing at it. Compare this with the alternative, where you have a sub-par intimidate check, but had to make them on a regular basis, and thus had to deal with the downside of possibly failing.
And how do you think the intimidate monkey is gonna start feeling when he tries to intimidate someone from backing down in combat and the DM simply says that it doesn't work? I sincerely doubt most DMs want to handle half the NPCs surrendering every time, and it's much easier just to say no. Your view on the matter makes more sense when you take the DM out of the equation, which is a really great idea imo. ;)

This isn't a computer game in which everything is prescripted; it's the DMs migrane to have to work around every (skill monkey) issue that comes up, and lets face it, it's much easier to say "It doesn't work" than figuring out how to incorporate it every time.
 
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Most of them add skills to your class skill list, they do _not_ give you training in the skill.
It's all about opportunity cost. Without the backgrounds, you might need to spend a feat (skill training) to get that skill as trained skill, if the skill isn't on your class list. With the backgrounds, you can get it as one of your selected skills, potentially saving you a feat.

Cheers, LT.
 

It's really hard to suck in 4E unless you're purposely picking the worst options there are. If your definition of suck is not having any skill above +10 at first level, then there's really no point in discussing this.

When I say suck, I mean compared to the other PCs. It is not really a measure of how strong or weak you are in a vacuum, but rather, how strong/weak you actually are relative to the rest of the party. So if a 1st lv dragonborn has a +14 intimidate check while the human fighter has +10, the latter's intimidate check sucks with respect to the dragonborn.

Unless I am sorely mistaken, there is currently little incentive in 4e for duplication of skills. For example, in a skill challenge, the one making each respective skill check will automatically be the one with the highest skill rating in that area, with the rest utilizing the aid-another option. As such, you don't need or want 2 PCs with "sub-par" values in the same skill, you just require 1 with a really good score. Thus, I would sooner take a dragonborn with say, +16 intimidate and a fighter with +0, rather than a dragonborn with +13 and the fighter with +12. You get more bang for your buck by having the fighter concentrate in a skill which no one else in the party excels in.

And how do you think the intimidate monkey is gonna start feeling when he tries to intimidate someone from backing down in combat and the DM simply says that it doesn't work?
But in all honesty, I doubt any DM is ever going to allow the subject of enemy surrendering be subject to something as whimsical as die rolling. It won't really matter how high or low your check is, the DM is probably still going to implement all sorts of ad-hoc modifiers and have the enemy surrender only if he feels that it is integral to the plot. This means that if need be, the DM can have Orcus surrender to the party even if nobody pumped intimidate, while conversely, a PC with a tricked out intimidate score still can't cowl a goblin if the DM doesn't want him to. That aspect of intimidate is just that badly conceptualized, IMO.

Why exactly would it be a bad thing for a fighter to have a decent intimidate (to look at one example) even if he doesn't have a decent charisma? It's really easy to justify from a roleplaying perspective as well.
It is not so much that he can't have it, but rather that he can have it while the dragonborn is not allowed access to it. I can also say that the fighter likely won't really want it anyways, prefering to get a benefit which synergizes better with his strengths.

All other things equal, my dragonborn warlord can probably rationalize having the same background as well as the human fighter can, but in the end, he is going to have to settle for another background he may not want, and see the background which he desires go to another player.

Don't get me wrong, I fully understand the rationale and merits behind you ruling the way you did (to preserve game balance), but that does not necessarily mean that I accept it, because I still find the concept a little hard to swallow. I can't quite put it into words, but here is an analogy I can think of.

Lets say that in a group of runners, you have put in the most effort and trained the hardest, and it shows in you having the best timing. But then one day, the coach makes an announcement that everyone else will be having 20 seconds shaved off their time (for whatever reason, I dunno) except you, reason being that you are too good, and it would not do for you to have an even better timing than before. Though after the revision, you are still the fastest (yes, you are that good), but the lead between you and the rest has now been lessened, so you no longer get that same sense of satisfaction.

I dunno...maybe I am approaching this with the wrong mentality? :erm:
 
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His point was more that the houserule seemed more like you were rewarding players for sucking, while punishing (indirectly) other players for playing effective characters.

I never suggested a houserule, and Mezzer's example of DM rulings or establishment of DCs aren't house rules.

If that was his point regarding my example of how the rules could work with each other if theoretical problems suggested exist or come to exist, it is incorrect. The fighter is being punished for playing an effective fighter by not being able to develop his class skills via his background, skill choice and feats. The Dragonborn Inspiring Warlord (he of the 18 CHA) is getting the benefit of boosting his class skills along with boosting his class abilities. The fighter is paying a seperate cost (his choice of background) to gain this boost to his class skills, which the Dragonborn Warlord can use for something else (say Brother in Battle to be as good at Endurance as the fighter if he wants to be).

The fighter with 10 cha likely chose to have 10cha because he wanted or was willing to forgo intimidate and concentrate on other stats which would give him an edge in combat, such as dex or con. As such, this seems all the more reason not to give him a bonus in intimidate. Conversely, if he opted to skip cha exactly because he knew that there would be a free nameless +3 skill bonus to make up for the deficiency, that too can be construed as a form of optimization. Especially when you consider that cha is normally a dump stat for fighters.

The fighter built an effective character to fill his role. Being able to develop one of his class skills to an optimal level isn't inconsistent with that. The 18 CHA Warlord (or Paladin) is getting a bonus to his abilities in combat via CHA-Based powers and Inspiring presence. He is able to develop one of his class skills to the same or better level at a lower cost (not needing to use a background or other untyped bonus) in addition to being able to use that CHA bonus with his other social skills (and, incidentally, probably being as good at Streetwise as the trained fighter without being trained).

Note that nobody seems to be complaining much about the +3 Endurance benefit from Brother in Battle, which allows the Warlord that takes it to become as good or almost as good at Endurance as the Fighter with a CON focus and stacks with the CON bonus and Endurance bonus of the recommended race (Dwarf). That doesn't seem broken at all to anyone evidently. Is it because Endurance itself can't be used to somehow break the game if it is pumped really high?

You're trying to compare being good at a skill with capability at fighting and filling a role in combat. The apt comparison is a Dwarf or Dragonborn Fighter taking Wandering Duelist and a Dwarf or Dragonborn Warlord or Paladin taking Brother in Battle. Both provide an untyped +3 bonus to a class skill for a stat is isn't going to be primary or secondary for the classes in question, allowing them to become really good at that skill without sacrificing their ability to fulfill their role.

Now, looking at a Dwarf Fighter with Brother in Battle and a Dragonborn Paladin with Wandering Duelist, both have a class/role reason to max the applicable stat, a racial stat bonus and racial skill bonus. Are you worried about the Dwarf with those bonuses stacked potentially breaking the game? Are you worried about the Dragonborn with those bonuses stacked breaking the game?

On the other hand, the dragonborn who pumped cha for a good intimidate check is ironically, no better off than the fighter who dumped cha. Which seems to be making a mockery out of his efforts.

The Dragonborn didn't pump his CHA for a good Intimidate, he pumped his Charisma for good Inspiring Warlord/CHA-Based powers Synergy (or for a paladin, his combat ability - making him good at thumping and able to Intimidate simultaneously). He is just as he was and is in no way losing anything - and he still has a background ability on tap to pick up something else (perhaps in a future background list, some other benefit to his Intimidate beside a straight bonus). And, if he really, really wants that number on his sheet, he can take the background and maintain his character-sheet superiority and be more Intimidating than the fighter, even though the extra numbers might be wasted - or not, as they might offset penalties before a cap to applied bonuses would take effect).

If he gets no benefit from CHA from his powers/abilities and takes a little hit by putting two or three or maybe even five points into CHA (though at five, he'll probably be dipping in a CHA-based class), the background is still a good deal for him.

If, on the other hand, he is maxing Intimidate to build an Intimidomancer that creates a lasting status effect of surrender on each bloodied enemy every combat so reliably that it breaks the game as something other than a message board exercise, then (assuming a theoretical WotC fix of applied bonus caps to a hypothetical problem of these bonuses from backgrounds pumping skills high enough to break the game), he won't get as much value or possibly none beyond being able to say he has the highest number (and may not get that considering class powers that give bonuses and paragon paths, which also give untyped bonuses). If he is trying to break the game, though, maybe his efforts should be mocked.

Especially when there does not appear to be any background for the dragonborn which can compensate for the loss in stat points to his say, dex.

Not an issue. Backgrounds aren't limited to one race, the races/classes are recommendations, so a background that benefits a specific skill and offsets lower stat points in that skill doesn't need to be race specific. There has been one background article published for one adventure path and one set of backgrounds in the FR book - there is plenty of time and opportunity for additional backgrounds.

IMO, until my skill check is high enough to be able to automatically pass any challenge without having to roll at all, there is no such thing as a useless or wasted bonus/boost to the relevant skill.;)

Based upon this, you should, even more than I, consider the stacking bonuses in this article to be a non-issue. You're arguing against one of the examples I made of how WotC might solve a theoretical problem some people suggested may exist (that these bonuses would stack too high and break the game).

If that theoretical problem exists, then I'd rather see a cap to total applied bonus to skills than a cap on options you have to reach an optimal, but not broken skill level. If it only breaks certain skills, then certain skills should be fixed.

If anything short of automatically passing any challenge is acceptable to you, your argument would seem to be with those that think these bonuses potentially stacking too high would break the game...
 
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Runestar said:
Unless I am sorely mistaken, there is currently little incentive in 4e for duplication of skills. For example, in a skill challenge, the one making each respective skill check will automatically be the one with the highest skill rating in that area, with the rest utilizing the aid-another option. As such, you don't need or want 2 PCs with "sub-par" values in the same skill, you just require 1 with a really good score. Thus, I would sooner take a dragonborn with say, +16 intimidate and a fighter with +0, rather than a dragonborn with +13 and the fighter with +12. You get more bang for your buck by having the fighter concentrate in a skill which no one else in the party excels in.
Theoretically, if you have every character only participate when he's awesome at something, you should do well. Practically, that's very unrealistic and hardly any fun. In a social encounter, it makes sense for only those people who have decent social skills to use those to try and succeed, however keeping their mouths shut is not something people do well.

In other words, everyone will want to talk to the NPC, and thus everyone should be using their social skills in one way or another. Having one or two people "do the talking" is boring for the others, and leads to another pitfall, in which you have to have socially adept people playing socially adept characters (baring "I intimidate him" and "I diplomacy him" ;) ). Nobody will have good ideas all the time, and having the fighter player tell the paladin player "Hey, tell the NPC my awesome idea, you have the better diplomacy!" is something I really don't like.

Runestar said:
But in all honesty, I doubt any DM is ever going to allow the subject of enemy surrendering be subject to something as whimsical as die rolling. It won't really matter how high or low your check is, the DM is probably still going to implement all sorts of ad-hoc modifiers and have the enemy surrender only if he feels that it is integral to the plot. This means that if need be, the DM can have Orcus surrender to the party even if nobody pumped intimidate, while conversely, a PC with a tricked out intimidate score still can't cowl a goblin if the DM doesn't want him to. That aspect of intimidate is just that badly conceptualized, IMO.
On that I agree wholeheartedly, but it still sucks for the player.

Runestar said:
It is not so much that he can't have it, but rather that he can have it while the dragonborn is not allowed access to it. I can also say that the fighter likely won't really want it anyways, prefering to get a benefit which synergizes better with his strengths.
He can have it, and so can the dragonborn, but they can also have any number of other skills and bonuses that the other one can't. I like how it allows for diversity, even in relatively similar concepts. I also like the fact that you can just create a background for you character, find the one that mimics it in the article (tweak it a bit to fit), and also get something cool from it.

Runestar said:
Don't get me wrong, I fully understand the rationale and merits behind you ruling the way you did (to preserve game balance), but that does not necessarily mean that I accept it, because I still find the concept a little hard to swallow. I can't quite put it into words, but here is an analogy I can think of.

Lets say that in a group of runners, you have put in the most effort and trained the hardest, and it shows in you having the best timing. But then one day, the coach makes an announcement that everyone else will be having 20 seconds shaved off their time (for whatever reason, I dunno) except you, reason being that you are too good, and it would not do for you to have an even better timing than before. Though after the revision, you are still the fastest (yes, you are that good), but the lead between you and the rest has now been lessened, so you no longer get that same sense of satisfaction.

I dunno...maybe I am approaching this with the wrong mentality? :erm:
Well, let me throw another analogy out there; out of 5 athletes who made the cut for say the high jump, all of them can jump 2.4m, which is awesome, except for the one guy who can jump 2.8m, which is rediculous. How much fun is it when there's no competition, no challenge, when that dude is just gonna trounce them every time? For me, none at all. :/
 

Unless I am sorely mistaken, there is currently little incentive in 4e for duplication of skills. For example, in a skill challenge, the one making each respective skill check will automatically be the one with the highest skill rating in that area, with the rest utilizing the aid-another option.

That is only possible in certain types of challenges - 'Group Skill Checks' such as using Athletics to climb over a cliff. Most of the time, you're supposed to limit the number of characters who can assist. "The goal of a skill challenge isn't for an entire party to line up behind one expert, but for the entire group to contribute in different and meaningful ways."
 

But in skill challenges, it is still generally a very bad idea for PCs with lousy skill checks to get involved, even moreso if the chance of failure is high. I recall the errata allowing for PCs to excuse themselves from making such checks, which appears to reinforce the "Get involved only if you are assured of success, else get lost" mentality.

So at the end of the day, the only people making the checks are still only going to be those with the best skill checks. I am not seeing what the rest of the party can contribute besides using the aid-another option. I mean, it may be fun when the entire party gets involved (for better or worse), but it sure won't be fun when they end up failing the challenge as a result...:erm:
 

But in skill challenges, it is still generally a very bad idea for PCs with lousy skill checks to get involved, even moreso if the chance of failure is high. I recall the errata allowing for PCs to excuse themselves from making such checks, which appears to reinforce the "Get involved only if you are assured of success, else get lost" mentality.

So at the end of the day, the only people making the checks are still only going to be those with the best skill checks. I am not seeing what the rest of the party can contribute besides using the aid-another option. I mean, it may be fun when the entire party gets involved (for better or worse), but it sure won't be fun when they end up failing the challenge as a result...:erm:
This is why everybody who's anybody that plays 4E is using Stalker0's Obsidian skill challenge system. :p
 


Because characters shouldn't be one-dimensional and because you shouldn't have to be good at all aspects of social interaction to be exceptional at one.

Skills are linked to attributes. That suggests that the designers disagree with you.

If we take your tack, then we can basically kiss goodbye to any penalties for dumping stats: because after all, why should your character be bad at anything he wants to do? After all: that halfling artful dodger (who actually DOES have a worse intimidate than your guy who took skill training and focus) shouldn't have to suffer with bad fortitude saves and hitpoints just because he dumped his strength and con, right? So lets introduce freebies that bump them back up to the equivalent of 16+. And let him make his OAs based on dex while we're at it?

In fact, let's just give a full array of 18s, No! 20s! to every character. And skill focus and training in every skill! etc. etc.

Your example fighter has chosen to make his charisma the worst stat that he has. There should be a cost to doing that. There's certainly benefits to him doing so. In this case the cost is that he has to take skill focus to catch up to the charismatic guy who is also trained in intimidate.
 

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