I'm A Banana
Potassium-Rich
So I was looking over the newest playtest packet and I found myself -- still -- disappointed by the rogue. As I was puzzling about why this rogue seemed a little too "stabby death ninja" and not enough "skilled sneak-thief," I stumbled on what has actually probably been my problem with the rogue since forever.
Namely, I'm not a fan of using skills for exploration. I find the "roll Stealth versus the night watch to see if you're boned" and "roll Athletics verus this pit to see if you're boned" and "roll to find, then disable, all the traps, or you're boned" to be really underwhelming gameplay. ALL the success and failure of the action depends on one die roll, making a binary outcome: either you cross the pit, or you fall down it and die. Either you find the trap, or it poisons you and you die. Either sneak up on the watch, or they see you and fight you and you die alone. Either you succeed and it's anticlimactic, or you don't and it's anticlimactic. It's the exploration equivalent of everything in the game being save-or-die. It's not a lot of fun for me.
So in the interest of constructive criticism, rather than babble on about how the NEXT rogue is failing at its job for me, I'd like to see if we can't build a better mousetrap here at ENWorld and get a handle on what are some really awesome exploration rules you might want to add to your game, modular-like (since some folks are happy with skills and some folks want even less!). My first ideas below!
Namely, I'm not a fan of using skills for exploration. I find the "roll Stealth versus the night watch to see if you're boned" and "roll Athletics verus this pit to see if you're boned" and "roll to find, then disable, all the traps, or you're boned" to be really underwhelming gameplay. ALL the success and failure of the action depends on one die roll, making a binary outcome: either you cross the pit, or you fall down it and die. Either you find the trap, or it poisons you and you die. Either sneak up on the watch, or they see you and fight you and you die alone. Either you succeed and it's anticlimactic, or you don't and it's anticlimactic. It's the exploration equivalent of everything in the game being save-or-die. It's not a lot of fun for me.
So in the interest of constructive criticism, rather than babble on about how the NEXT rogue is failing at its job for me, I'd like to see if we can't build a better mousetrap here at ENWorld and get a handle on what are some really awesome exploration rules you might want to add to your game, modular-like (since some folks are happy with skills and some folks want even less!). My first ideas below!
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