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General Tabletop Discussion
*Pathfinder & Starfinder
Complete Adventurer Erratta Posted--ATTENTION ALL SCOUTS!!!
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<blockquote data-quote="Felon" data-source="post: 2465881" data-attributes="member: 8158"><p>Y'know, this limited interpretation of the scout's role in the party is becoming increasingly more obtuse. If you have read all the preceding posts as you claim, you must know that you're just regurgitating a rationale that's been espoused several times already, and that said rationale has been debunked each time.</p><p></p><p> Seriously, when someone explains in simple terms how a position is utterly impractical, do you really think the thing to do is dig in your heels all the harder? If you had a pragmatic counter-arguement, then that'd be ever so great. But that's not what's happening, we're just going in circles as people refuse to acknowledge that form sometimes has to yield to functionality. </p><p></p><p>It occurs to me that some iconoclast could easily rant that giving a rogue Disable Device as a class skill is inappropriate as well. After all, the rogue is not some fellow running around dungeons avoiding bombs and acid-filled pits. Why, he's clearly even less dungeon-oriented than the scout. Dungeons are typically in the wilderness after all. The rogue is an urban character--a pickpocket, a con man, a second-story man. Why would a pickpocket or a con man know how to disarm a bomb? Oh sure, maybe he could find one, but then he would just carry the bomb around until he found someone with sufficient skill to disarm it (which would be nobody, because we'll have rationalized our way into nodoby having sufficient skill). Heck, even a burglar doesn't encounter that many acid-filled pits while he's rifling through your sock drawer! </p><p></p><p>Conversely, it's just as easy to rationalize that a scout would attempt to eliminate traps so that his unit could move through the area without worrying about missing the sticky note saying "Cyanide dart trap! Nasty! --> ".</p></blockquote><p></p>
[QUOTE="Felon, post: 2465881, member: 8158"] Y'know, this limited interpretation of the scout's role in the party is becoming increasingly more obtuse. If you have read all the preceding posts as you claim, you must know that you're just regurgitating a rationale that's been espoused several times already, and that said rationale has been debunked each time. Seriously, when someone explains in simple terms how a position is utterly impractical, do you really think the thing to do is dig in your heels all the harder? If you had a pragmatic counter-arguement, then that'd be ever so great. But that's not what's happening, we're just going in circles as people refuse to acknowledge that form sometimes has to yield to functionality. It occurs to me that some iconoclast could easily rant that giving a rogue Disable Device as a class skill is inappropriate as well. After all, the rogue is not some fellow running around dungeons avoiding bombs and acid-filled pits. Why, he's clearly even less dungeon-oriented than the scout. Dungeons are typically in the wilderness after all. The rogue is an urban character--a pickpocket, a con man, a second-story man. Why would a pickpocket or a con man know how to disarm a bomb? Oh sure, maybe he could find one, but then he would just carry the bomb around until he found someone with sufficient skill to disarm it (which would be nobody, because we'll have rationalized our way into nodoby having sufficient skill). Heck, even a burglar doesn't encounter that many acid-filled pits while he's rifling through your sock drawer! Conversely, it's just as easy to rationalize that a scout would attempt to eliminate traps so that his unit could move through the area without worrying about missing the sticky note saying "Cyanide dart trap! Nasty! --> ". [/QUOTE]
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Complete Adventurer Erratta Posted--ATTENTION ALL SCOUTS!!!
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