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Dealing with equipment dependency in D&D
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<blockquote data-quote="RangerWickett" data-source="post: 1703865" data-attributes="member: 63"><p>Saev, that's what I meant too. I just wasn't clear.</p><p></p><p>We need a few options for all the key skills. At 20th level, if you have 23 ranks, start with a stat of 18 and up it 4 times to get +6, and take Skill Focus, you've got a +32 bonus. If we want epic stuff to start around 10th level, you've got 13 ranks, a +5 bonus, and Skill Focus for +21, enough to hit DC 30 regularly.</p><p></p><p>I suggest we have synergies improve to +4 if you have 15 ranks.</p><p></p><p>Appraise - Um . . . okay, not the best place to start. I don't see many heroic things that can come out of this. Why isn't it a subset of Knowledge?</p><p></p><p>Balance - DC 20 for a tightrope. DC 35 to walk on water. DC 50 to walk on air. Jump can provide a synergy for walking on air.</p><p></p><p>Bluff - Catching someone flat-footed is still pretty cool even at high level. For rogues, it lets you sneak attack anybody. Assuming your foe has no ranks of Sense Motive, a 10th level Fighter is usually a DC 20 Bluff check, and a 20th level one is DC 30. Give the option of making a Bluff check as a free action with a -20 penalty, and we've got the perfect trick for rogues.</p><p></p><p>Climb - Say DC 35 for a perfectly smooth wall, DC 50 for a perfectly smooth ceiling. Allow people to climb using just their feet with a -20 penalty, and at DC 40 you'll have people fighting while walking on walls.</p><p></p><p>Concentration and Craft? Hm. Maybe make a sliding scale for Concentration, so you don't have to make a DC 60 Concentration check to cast your spell when the enemy barbarian power attacks you. Craft? *shrug*</p><p></p><p>Decipher Script . . . I think we just need to use language rules that are adapted out of d20 Modern or Call of Cthulhu. It's not really an epic thing.</p><p></p><p>Diplomacy - Hell, DC 35 is enough to make an enemy friendly if you have a few minutes. DC 45 can do it as a full-round action. That's as good as a charm person. Similar DCs for compulsions and suggestions.</p><p></p><p>Disable Device - I'm not familiar with what epic stuff already exists for this one.</p><p></p><p>Disguise - If alter self gives you a +10 bonus to Disguise checks, why not say that DC 30 can actually change your appearance without make-up. DC 40 to grow limbs? DC 50 to change size.</p><p></p><p>Escape Artist - If handcuffs (manacles) are DC 30, then I've seen people who must be 10th level. Maybe make wriggling through a wall DC 40, and a wall of force would be DC 50.</p><p></p><p>Forgery?</p><p></p><p>Gather Information - DC 40 to read minds? DC 50 to see the future?</p><p></p><p>Handle Animal - Train an animal in a round, DC 40. Train a magical beast in a round, DC 45.</p><p></p><p>Heal - This skill ought to give back hit points. Maybe DC 50 lets you bring someone back from the dead.</p><p></p><p>Hide - Invisibility gives you a +40 bonus to Hide checks. Thus DC 50 means you're effectively invisible anyway. Opposed skills like these are actually pretty balanced as is.</p><p></p><p>Intimidate - Should be able to cause fear effects. Or maybe intimidate should be compulsions, while diplomacy handles charms?</p><p></p><p>Jump - DC 40 lets you jump up 10 ft., or forward 40 ft. Every +2 DC thereafter doubles the distance. Well, perhaps that's a bit much, because a 2nd level character (+5 ranks, +4 Run feat, +4 barbarian with base speed 40, +4 Str 18, +3 Skill Focus, +2 synergy from Tumble) can have a +22 Jump check. A 1st level ex-barbarian/9th level monk can get a +45 bonus to Jump (+13 ranks, +4 Run feat, +3 Skill Focus, +2 Acrobatic feat, +5 Str 20, +2 synergy from Tumble, +16 for base speed 70). </p><p></p><p>A 1st level ex-barbarian/19th level monk can get +68 (+23 ranks, +4 Run feat, +3 Skill Focus, +2 Acrobatic, +6 Str 22, +2 Tumble synergy, +28 for base speed 100). That oughta be more than enough to just, like, <em>fly</em>.</p><p></p><p>Knowledge oughta let you identify magic items and tell the future or the past, etc.</p><p></p><p>Listen opposes Move Silently, so it's balanced.</p><p></p><p>Open Lock - Well, I don't really see locks being a big deterrent when you can walk through walls, but oh well.</p><p></p><p>Perform - DC 30 lets you inspire courage (as bard, non-magical), DC 40 inspire greatness, DC 50 . . . I dunno. What can Michael Jackson do?</p><p></p><p>Profession?</p><p></p><p>Ride - ? Have you seen extreme skateboarders? *shrug*</p><p></p><p>Search - See through walls?</p><p></p><p>Sense Motive - Maybe this is read thoughts?</p><p></p><p>Sleight of Hand - Should, if nothing else, grant a bonus to disarm checks.</p><p></p><p>Spellcraft - Fairly well-balanced as is.</p><p></p><p>Spot - Opposes hide, but distances need some revision.</p><p></p><p>Survival - Aragorn in Two Towers.</p><p></p><p>Swim - You should allow a Swim check to help you hold your breath. They go hand in hand.</p><p></p><p>Tumble - Tumble should have a DC based on the foe's BAB, and if it did, it would scale nicely.</p><p></p><p>Use Magic Device?</p><p></p><p>Use Rope - *laughs* This is just a silly skill.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1703865, member: 63"] Saev, that's what I meant too. I just wasn't clear. We need a few options for all the key skills. At 20th level, if you have 23 ranks, start with a stat of 18 and up it 4 times to get +6, and take Skill Focus, you've got a +32 bonus. If we want epic stuff to start around 10th level, you've got 13 ranks, a +5 bonus, and Skill Focus for +21, enough to hit DC 30 regularly. I suggest we have synergies improve to +4 if you have 15 ranks. Appraise - Um . . . okay, not the best place to start. I don't see many heroic things that can come out of this. Why isn't it a subset of Knowledge? Balance - DC 20 for a tightrope. DC 35 to walk on water. DC 50 to walk on air. Jump can provide a synergy for walking on air. Bluff - Catching someone flat-footed is still pretty cool even at high level. For rogues, it lets you sneak attack anybody. Assuming your foe has no ranks of Sense Motive, a 10th level Fighter is usually a DC 20 Bluff check, and a 20th level one is DC 30. Give the option of making a Bluff check as a free action with a -20 penalty, and we've got the perfect trick for rogues. Climb - Say DC 35 for a perfectly smooth wall, DC 50 for a perfectly smooth ceiling. Allow people to climb using just their feet with a -20 penalty, and at DC 40 you'll have people fighting while walking on walls. Concentration and Craft? Hm. Maybe make a sliding scale for Concentration, so you don't have to make a DC 60 Concentration check to cast your spell when the enemy barbarian power attacks you. Craft? *shrug* Decipher Script . . . I think we just need to use language rules that are adapted out of d20 Modern or Call of Cthulhu. It's not really an epic thing. Diplomacy - Hell, DC 35 is enough to make an enemy friendly if you have a few minutes. DC 45 can do it as a full-round action. That's as good as a charm person. Similar DCs for compulsions and suggestions. Disable Device - I'm not familiar with what epic stuff already exists for this one. Disguise - If alter self gives you a +10 bonus to Disguise checks, why not say that DC 30 can actually change your appearance without make-up. DC 40 to grow limbs? DC 50 to change size. Escape Artist - If handcuffs (manacles) are DC 30, then I've seen people who must be 10th level. Maybe make wriggling through a wall DC 40, and a wall of force would be DC 50. Forgery? Gather Information - DC 40 to read minds? DC 50 to see the future? Handle Animal - Train an animal in a round, DC 40. Train a magical beast in a round, DC 45. Heal - This skill ought to give back hit points. Maybe DC 50 lets you bring someone back from the dead. Hide - Invisibility gives you a +40 bonus to Hide checks. Thus DC 50 means you're effectively invisible anyway. Opposed skills like these are actually pretty balanced as is. Intimidate - Should be able to cause fear effects. Or maybe intimidate should be compulsions, while diplomacy handles charms? Jump - DC 40 lets you jump up 10 ft., or forward 40 ft. Every +2 DC thereafter doubles the distance. Well, perhaps that's a bit much, because a 2nd level character (+5 ranks, +4 Run feat, +4 barbarian with base speed 40, +4 Str 18, +3 Skill Focus, +2 synergy from Tumble) can have a +22 Jump check. A 1st level ex-barbarian/9th level monk can get a +45 bonus to Jump (+13 ranks, +4 Run feat, +3 Skill Focus, +2 Acrobatic feat, +5 Str 20, +2 synergy from Tumble, +16 for base speed 70). A 1st level ex-barbarian/19th level monk can get +68 (+23 ranks, +4 Run feat, +3 Skill Focus, +2 Acrobatic, +6 Str 22, +2 Tumble synergy, +28 for base speed 100). That oughta be more than enough to just, like, [i]fly[/i]. Knowledge oughta let you identify magic items and tell the future or the past, etc. Listen opposes Move Silently, so it's balanced. Open Lock - Well, I don't really see locks being a big deterrent when you can walk through walls, but oh well. Perform - DC 30 lets you inspire courage (as bard, non-magical), DC 40 inspire greatness, DC 50 . . . I dunno. What can Michael Jackson do? Profession? Ride - ? Have you seen extreme skateboarders? *shrug* Search - See through walls? Sense Motive - Maybe this is read thoughts? Sleight of Hand - Should, if nothing else, grant a bonus to disarm checks. Spellcraft - Fairly well-balanced as is. Spot - Opposes hide, but distances need some revision. Survival - Aragorn in Two Towers. Swim - You should allow a Swim check to help you hold your breath. They go hand in hand. Tumble - Tumble should have a DC based on the foe's BAB, and if it did, it would scale nicely. Use Magic Device? Use Rope - *laughs* This is just a silly skill. [/QUOTE]
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