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How did 4e take simulation away from D&D?
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<blockquote data-quote="Barastrondo" data-source="post: 5502808" data-attributes="member: 3820"><p>I tend to see the best person in the party getting roughly around 50%, personally. It's a fairly minor thing, but again bear in mind we're talking about groups where there probably isn't someone else in the party better than you at your best stat. The best Diplomacy check in my current longest-running Wednesday game belongs to a goliath bard; there's no half-elf present to add racial bonuses. If the DC for hard checks has been set with the understanding that there would be a half-elf bard instead, I understand why that works for the D&D audience for a whole; doesn't do that goliath much good, though. </p><p></p><p></p><p></p><p>Sure. I'm just saying that the party you describe isn't my group. Picture a group playstyle in which flavorful or "new trick" feats are the most dominant choice by far, the occasional Expertise feat is taken, and defense/skill feats are rare and scattered. If that seems pretty alien and throws off a lot of default assumptions of how the math should work, no worries, I'm not offended; I know it'd be alien to the CharOp boards over at Wizards. But that's what there is.</p><p></p><p></p><p></p><p>With all respect, that's just not what I've been talking about. At no point do I assert players should be good at <em>everything</em>: my concern is about them being less good at the things they were <em>best</em> at, and the (unsatisfying to me) rationale that they should build their characters differently if they want to continue to be at the same relative competence level they were before the DC shift.</p><p></p><p>Characters having weak spots is a whole 'nother kettle of fish entirely. I'm not against it at all. I just like the default strong spot to be legitimately strong without adding elective bonuses, in much the same way that I would like a defender to have legitimately strong hit points even if the player doesn't take Toughness. </p><p> </p><p></p><p></p><p>Absolutely agreed on that point.</p><p></p><p>(But the fighter should still have more than three trained skills to start with. Every class should have at least four.)</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5502808, member: 3820"] I tend to see the best person in the party getting roughly around 50%, personally. It's a fairly minor thing, but again bear in mind we're talking about groups where there probably isn't someone else in the party better than you at your best stat. The best Diplomacy check in my current longest-running Wednesday game belongs to a goliath bard; there's no half-elf present to add racial bonuses. If the DC for hard checks has been set with the understanding that there would be a half-elf bard instead, I understand why that works for the D&D audience for a whole; doesn't do that goliath much good, though. Sure. I'm just saying that the party you describe isn't my group. Picture a group playstyle in which flavorful or "new trick" feats are the most dominant choice by far, the occasional Expertise feat is taken, and defense/skill feats are rare and scattered. If that seems pretty alien and throws off a lot of default assumptions of how the math should work, no worries, I'm not offended; I know it'd be alien to the CharOp boards over at Wizards. But that's what there is. With all respect, that's just not what I've been talking about. At no point do I assert players should be good at [I]everything[/I]: my concern is about them being less good at the things they were [I]best[/I] at, and the (unsatisfying to me) rationale that they should build their characters differently if they want to continue to be at the same relative competence level they were before the DC shift. Characters having weak spots is a whole 'nother kettle of fish entirely. I'm not against it at all. I just like the default strong spot to be legitimately strong without adding elective bonuses, in much the same way that I would like a defender to have legitimately strong hit points even if the player doesn't take Toughness. Absolutely agreed on that point. (But the fighter should still have more than three trained skills to start with. Every class should have at least four.) [/QUOTE]
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