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D&D is a drag race, think of climbing as a cantrip, and the rogue would be better at lock picking if it could only pick a few locks per day.
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<blockquote data-quote="MuhVerisimilitude" data-source="post: 9353889" data-attributes="member: 7042567"><p>Alice: "Why are there spells that allow casters to do things better than non-casters?"</p><p>Bob: "Because spells are a limited resource and as such they must be more powerful"</p><p>Alice: "How many times per day do you typically need to pick a lock?" </p><p></p><p>Meditate on the above and you will soon reinvent D&D "The Wheel" 4E.</p><p></p><p>I don't think the typical rogue really <em>needs</em> the ability to pick any amount of locks per day, and so it seems like an unfair restriction to argue that the rogue must be inferior at their natural shtick just because it has an at-will that is a rarely useful one at that.</p><p></p><p>At least let them swap out this base cantrip for something more interesting when they don't need it, but this is a digression. Let's get back on track...</p><p></p><p>I am willing to bet that it would be an improvement to the rogue in general if we took away from them the ability to pick locks at will and gave them a limited use, "once per day you can pick any lock with no risk of failure" ability. There might be a middle ground here, as surely there will be objections to the above along the lines of "This is too gameist. It doesn't make sense they can't pick more than one lock per day".</p><p></p><p>At which point I refer to the caster classes which make very little sense with their <em>nine</em> sets of separate pools of limited use abilities, but this is another digression... (casters should use spell points, seriously)</p><p></p><p>The easy way to fix the above objection is to relax the constraints. Think about casters. Casters have an expendable resource and then at-will cantrips to fall back upon. Even the most cantrip reliant caster, the warlock, has access to abilities above the base cantrip that they use.</p><p></p><p>So let us think of <strong>the basic ability of the rogue to pick locks with a chance of failure</strong> as being an at-will cantrip. From here, the next step is obvious: We give the rogue the ability to boost their lock picking by spending a limited resource, call it Excellence or something like that. Finesse? Unlike expertise, which increases the chance of success, this ability allows the rogue to do things which are beyond the basic capabilitis of skills and at no risk of failure.</p><p></p><p><strong>In terms of mechanics</strong> this is completely in line with Superiority Dice, Second Wind and Action Surge et al. A basic at-will ability, attack, enhanced by spending a limited resource.</p><p></p><p><strong>In terms of power</strong> this is completely in line with spells as they currently exist.</p><p></p><p>"Objection! This sounds overpowered!"</p><p></p><p>That's certainly possible. If it is, try to nerf the cantrip rather the main attraction. The rogue is supposed to be, you know, actually <em>good</em> at lock picking and whatever it is they do.</p><p></p><p>The system can be extended to every class that has mainly at-will powers <em>cough</em> I mean at-will abilities and shouldn't be limited to lock picking. You could give the rogue the ability to pick any pocket too. Give the fighter an incredible boost in climbing or jumping potential or even just movement speed. The possibilities are endless.</p><p></p><p>As long as non-casters are prevented from having access to limited use abilities the argument will always be that they must be worse at their main thing than a caster, because a caster has to pay to do X and the specialist does not have to pay.</p><p></p><p>Martial damage is a bit of an exception here, because it is so blatantly obvious what's going on that it's pretty much impossible to be even unintentionally biaised in favour of spells.</p><p></p><p>TLDR: Martials are limited because they are forced to rely on "cantrips", and cantrips "must" be limited because they can be used without restrictions. The only cost is the opportunity cost. The fix is obvious: Make their abilities into limited use abilities. Doing this invalidates any arguments about the ability being overpowered (as long as it is equally or more limited than a spell with the corresponding effect).</p></blockquote><p></p>
[QUOTE="MuhVerisimilitude, post: 9353889, member: 7042567"] Alice: "Why are there spells that allow casters to do things better than non-casters?" Bob: "Because spells are a limited resource and as such they must be more powerful" Alice: "How many times per day do you typically need to pick a lock?" Meditate on the above and you will soon reinvent D&D "The Wheel" 4E. I don't think the typical rogue really [I]needs[/I] the ability to pick any amount of locks per day, and so it seems like an unfair restriction to argue that the rogue must be inferior at their natural shtick just because it has an at-will that is a rarely useful one at that. At least let them swap out this base cantrip for something more interesting when they don't need it, but this is a digression. Let's get back on track... I am willing to bet that it would be an improvement to the rogue in general if we took away from them the ability to pick locks at will and gave them a limited use, "once per day you can pick any lock with no risk of failure" ability. There might be a middle ground here, as surely there will be objections to the above along the lines of "This is too gameist. It doesn't make sense they can't pick more than one lock per day". At which point I refer to the caster classes which make very little sense with their [I]nine[/I] sets of separate pools of limited use abilities, but this is another digression... (casters should use spell points, seriously) The easy way to fix the above objection is to relax the constraints. Think about casters. Casters have an expendable resource and then at-will cantrips to fall back upon. Even the most cantrip reliant caster, the warlock, has access to abilities above the base cantrip that they use. So let us think of [B]the basic ability of the rogue to pick locks with a chance of failure[/B] as being an at-will cantrip. From here, the next step is obvious: We give the rogue the ability to boost their lock picking by spending a limited resource, call it Excellence or something like that. Finesse? Unlike expertise, which increases the chance of success, this ability allows the rogue to do things which are beyond the basic capabilitis of skills and at no risk of failure. [B]In terms of mechanics[/B] this is completely in line with Superiority Dice, Second Wind and Action Surge et al. A basic at-will ability, attack, enhanced by spending a limited resource. [B]In terms of power[/B] this is completely in line with spells as they currently exist. "Objection! This sounds overpowered!" That's certainly possible. If it is, try to nerf the cantrip rather the main attraction. The rogue is supposed to be, you know, actually [I]good[/I] at lock picking and whatever it is they do. The system can be extended to every class that has mainly at-will powers [I]cough[/I] I mean at-will abilities and shouldn't be limited to lock picking. You could give the rogue the ability to pick any pocket too. Give the fighter an incredible boost in climbing or jumping potential or even just movement speed. The possibilities are endless. As long as non-casters are prevented from having access to limited use abilities the argument will always be that they must be worse at their main thing than a caster, because a caster has to pay to do X and the specialist does not have to pay. Martial damage is a bit of an exception here, because it is so blatantly obvious what's going on that it's pretty much impossible to be even unintentionally biaised in favour of spells. TLDR: Martials are limited because they are forced to rely on "cantrips", and cantrips "must" be limited because they can be used without restrictions. The only cost is the opportunity cost. The fix is obvious: Make their abilities into limited use abilities. Doing this invalidates any arguments about the ability being overpowered (as long as it is equally or more limited than a spell with the corresponding effect). [/QUOTE]
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D&D is a drag race, think of climbing as a cantrip, and the rogue would be better at lock picking if it could only pick a few locks per day.
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