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*Pathfinder & Starfinder
Dragon 399 - Heroes of Tome and Temple
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<blockquote data-quote="WalterKovacs" data-source="post: 5560594" data-attributes="member: 63763"><p>I could see them perhaps giving a better definition of what is significant. While, it's true that something like "jumping a meaningless distance as part of your move" or using a minor looking for something that probably doesn't exist are obvious attempts to "use up" bad rolls ... there are times where skill checks are as important as an attack or saving throw. If you used the power before a skill challenge or attempting to disable a trap, they might decide to go for a hard DC on a good roll, and go for a "no successs/no fail" check with a ball roll.</p><p> </p><p>Still, in terms of debates and stuff, a DM basically has to allow for the addition of themes to their game (unless it's Dark Sun, and even then, some of the themes don't fit Dark Sun and should be decided on a theme by theme basis) so anyone playing a Seer should talk with their DM beforehand about what that DM considers a significant action.</p><p> </p><p>Then make sure it's applied consistently. You could allow players to use up the bad rolls on skill checks ... but then, if they end up in a scenario where they need to get over a bridge (Acrobatics to avoid falling off) or jumping over a chasm, etc ... they may be forced to use up a good roll or find a way to attack from the other side, etc. Compared to knowing you'll miss an ally with a multi target burst attack, wasting an action, or doing literally nothing to use up a bad roll, actually seems worse. You are getting no benefit (and in some cases wasting an action), instead of getting an actual benefit, like saving an ally from damage.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5560594, member: 63763"] I could see them perhaps giving a better definition of what is significant. While, it's true that something like "jumping a meaningless distance as part of your move" or using a minor looking for something that probably doesn't exist are obvious attempts to "use up" bad rolls ... there are times where skill checks are as important as an attack or saving throw. If you used the power before a skill challenge or attempting to disable a trap, they might decide to go for a hard DC on a good roll, and go for a "no successs/no fail" check with a ball roll. Still, in terms of debates and stuff, a DM basically has to allow for the addition of themes to their game (unless it's Dark Sun, and even then, some of the themes don't fit Dark Sun and should be decided on a theme by theme basis) so anyone playing a Seer should talk with their DM beforehand about what that DM considers a significant action. Then make sure it's applied consistently. You could allow players to use up the bad rolls on skill checks ... but then, if they end up in a scenario where they need to get over a bridge (Acrobatics to avoid falling off) or jumping over a chasm, etc ... they may be forced to use up a good roll or find a way to attack from the other side, etc. Compared to knowing you'll miss an ally with a multi target burst attack, wasting an action, or doing literally nothing to use up a bad roll, actually seems worse. You are getting no benefit (and in some cases wasting an action), instead of getting an actual benefit, like saving an ally from damage. [/QUOTE]
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Dragon 399 - Heroes of Tome and Temple
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