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General Tabletop Discussion
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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="Oofta" data-source="post: 9353952" data-attributes="member: 6801845"><p>Longer version of "nope"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f612.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cautious:" title="Cautious :cautious:" data-smilie="13"data-shortname=":cautious:" /></p><p></p><p>Okay. I disagree with your basic premise. There is absolutely no reason a rogue could not open multiple locks per day, it defies all real world logic. Call a locksmith because you lost your keys? Sorry, call back tomorrow I already did that for the day.</p><p></p><p>You want to put some hypothetical game "balance" ahead of the rules representation of the fiction that the characters can achieve. This was one of my biggest issues with 4E, that rules designed for balance mattered more than implementing game rules for people living in a fantasy world. I <em>know</em> that if I were a trained locksmith that I could easily open one lock right after another. Perhaps I couldn't do a complex lock in a few seconds, there may be extremely advanced locks I couldn't get through at all. But even in that latter case there's no justification for me being able to only open that lock once per day. At a certain point either I can achieve a task with the tools and training that I have or I can't.</p><p></p><p>Personally I generally handle lock picking as "can you open this lock quickly" and if the PC fails it just takes additional time to open it because it's more difficult than expected. Spells work differently because they are part of a limited resource. If there's an issue with martials being underpowered compared to casters (something I don't agree with) the solution is not to make martials into casters by another name.</p><p></p><p>You're putting the cart before the horse. Then shooting the horse.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9353952, member: 6801845"] Longer version of "nope"? :cautious: Okay. I disagree with your basic premise. There is absolutely no reason a rogue could not open multiple locks per day, it defies all real world logic. Call a locksmith because you lost your keys? Sorry, call back tomorrow I already did that for the day. You want to put some hypothetical game "balance" ahead of the rules representation of the fiction that the characters can achieve. This was one of my biggest issues with 4E, that rules designed for balance mattered more than implementing game rules for people living in a fantasy world. I [I]know[/I] that if I were a trained locksmith that I could easily open one lock right after another. Perhaps I couldn't do a complex lock in a few seconds, there may be extremely advanced locks I couldn't get through at all. But even in that latter case there's no justification for me being able to only open that lock once per day. At a certain point either I can achieve a task with the tools and training that I have or I can't. Personally I generally handle lock picking as "can you open this lock quickly" and if the PC fails it just takes additional time to open it because it's more difficult than expected. Spells work differently because they are part of a limited resource. If there's an issue with martials being underpowered compared to casters (something I don't agree with) the solution is not to make martials into casters by another name. You're putting the cart before the horse. Then shooting the horse. [/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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