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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4669448" data-attributes="member: 710"><p>And in these cases, those 2 skill ranks will not do much, either. </p><p></p><p>Look at a "Jump the Pit" - every party member in a 4 man party (level 4) has to clear a 15 ft wide chasm (DC 15) in mid-combat. Rogue and Fighter have 7 ranks. The Rogue has a +1 bonus from Strength and a +2 synergy bonus for a total of +10. The Fighter has a Strength of 18, an armor check penalty of -3, and a -6 penalty from speed, for a total of +2.</p><p>The Wizard has no ranks and a Strength Modifier of -1 for a total of -1.</p><p>The Cleric has no ranks and a Strength Modifier of +2 but a -3 penalty from armor and -6 from speed for a total of -7.</p><p>Rogue: Success Chance 80 %</p><p>Fighter: Success Chance: 40 %. (Without Armor: 80 %.)</p><p>Wizard: Success Chance of 25 %.</p><p>Cleric: Success Chance of 0 %. (Without Armor: 40 %)</p><p>Total Chance for the party to succeed with armor (for example, in combat) : </p><p>80 % x 40 % x 25 % x 0 % = 0 %.</p><p>Total Chance for the party to succeed without armor: </p><p>80 % x 80 % x 25 & x 40 % = 6.4 % </p><p>Let's give the Cleric and the Wizard 2 extra ranks (costing them a total of 8 ranks) </p><p>80 % x 80 % x 35 % x 50 % = 11.2 %</p><p></p><p>Your chances almost doubled. And are still pathetic. Luckily, one level later, the Wizard can cast Fly, and I think Air Walk isn't too far away for the Cleric, either.</p><p>But at 4th level, Rogue and Fighter will notice the chances of success and the Fighter or Rogue will jump over and affix a rope, making it vastly easier for Cleric and Wizard to get over. Again, making it only depending on one character to get over the pit. It works similar for Climb. </p><p>Swim is maybe the only case where this isn't your way out, and if the scenario is really at DC 15 or even DC 20, say good bye to your Wizard and your Cleric.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4669448, member: 710"] And in these cases, those 2 skill ranks will not do much, either. Look at a "Jump the Pit" - every party member in a 4 man party (level 4) has to clear a 15 ft wide chasm (DC 15) in mid-combat. Rogue and Fighter have 7 ranks. The Rogue has a +1 bonus from Strength and a +2 synergy bonus for a total of +10. The Fighter has a Strength of 18, an armor check penalty of -3, and a -6 penalty from speed, for a total of +2. The Wizard has no ranks and a Strength Modifier of -1 for a total of -1. The Cleric has no ranks and a Strength Modifier of +2 but a -3 penalty from armor and -6 from speed for a total of -7. Rogue: Success Chance 80 % Fighter: Success Chance: 40 %. (Without Armor: 80 %.) Wizard: Success Chance of 25 %. Cleric: Success Chance of 0 %. (Without Armor: 40 %) Total Chance for the party to succeed with armor (for example, in combat) : 80 % x 40 % x 25 % x 0 % = 0 %. Total Chance for the party to succeed without armor: 80 % x 80 % x 25 & x 40 % = 6.4 % Let's give the Cleric and the Wizard 2 extra ranks (costing them a total of 8 ranks) 80 % x 80 % x 35 % x 50 % = 11.2 % Your chances almost doubled. And are still pathetic. Luckily, one level later, the Wizard can cast Fly, and I think Air Walk isn't too far away for the Cleric, either. But at 4th level, Rogue and Fighter will notice the chances of success and the Fighter or Rogue will jump over and affix a rope, making it vastly easier for Cleric and Wizard to get over. Again, making it only depending on one character to get over the pit. It works similar for Climb. Swim is maybe the only case where this isn't your way out, and if the scenario is really at DC 15 or even DC 20, say good bye to your Wizard and your Cleric. [/QUOTE]
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