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<blockquote data-quote="Ruin Explorer" data-source="post: 6356350" data-attributes="member: 18"><p>You've addressed only half my point. Let me make it clearer for you:</p><p></p><p>1) +1 to an attribute is meaningless to checks (and almost everything else) unless it produces a bonus.</p><p></p><p>You completely ignored that part, the actual values we were talking about. Even when it does produce a bonus, it's at most +1 - but unless you get a whole bunch of odd rolled numbers, that will be rare.</p><p></p><p>2) Most important/vital rolls in D&D are made by specialists. I don't think you even disagree here.</p><p></p><p>These points combine together. Taking one or the other alone is ignoring my argument.</p><p></p><p>Your examples are indeed pretty much corner-case or actual bad play or even misunderstanding 5E rules.</p><p></p><p>A) Chasm jump - Misunderstanding 5E rules. You do not roll for jump distances in 5E. They are fixed. If you can't make it, you can't make it. You can, at the DM's option, roll to go further, but that's entirely in his hands. Further, if the party is having every member roll to jump, in a 5-person party, it is very likely that that 2+ people will fail, that's just how things are - so that's potentially bad play. A smart party has the agile/strong people jump, puts a rope across, and then helps the rest (or otherwise work around it). If the DM has set things up so you all <em>have</em> to jump, you need to accept that one of you will probably fail, and plan accordingly.</p><p></p><p>B) Mage Guild Mission. +1 CHA isn't going to help with this. ROLE-PLAYING and smarts going to help with this. Seriously, if your DM is forcing you to roll your way through this he is a bad DM, unless you are just completely relying on "Oh I roll Diplomacy!"-type stuff. You know what would help a lot more than +1 CHA? The Diplomacy skill, which you could get with the free skill...</p><p></p><p>C) Split party - Sure, but super-corner-case and +1 X is extremely unlikely to matter. Skills are much more likely to matter.</p><p></p><p>D) Sneaking past monster - Misunderstanding 5E rules. That's not how group stealth works in 5E (check it out in Basic).</p><p></p><p>E) Obscure Knowledge check - Let's be real, this check will not be vital, unless your DM is absolutely terrible, because that's just bad adventure design - again, too, +1 INT isn't likely to make a difference here.</p><p></p><p>F) CON valuable for all - Agreed, but only if you get enough to get a +1, or are going to blow another +1 later and there's no reason the second +1 the alternate version wouldn't be going here with most classes.</p><p></p><p>So we've got rules misunderstandings, corner cases. and places where +1 is unlikely to matter, so yeah, not really a strong case for +1 all stats.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6356350, member: 18"] You've addressed only half my point. Let me make it clearer for you: 1) +1 to an attribute is meaningless to checks (and almost everything else) unless it produces a bonus. You completely ignored that part, the actual values we were talking about. Even when it does produce a bonus, it's at most +1 - but unless you get a whole bunch of odd rolled numbers, that will be rare. 2) Most important/vital rolls in D&D are made by specialists. I don't think you even disagree here. These points combine together. Taking one or the other alone is ignoring my argument. Your examples are indeed pretty much corner-case or actual bad play or even misunderstanding 5E rules. A) Chasm jump - Misunderstanding 5E rules. You do not roll for jump distances in 5E. They are fixed. If you can't make it, you can't make it. You can, at the DM's option, roll to go further, but that's entirely in his hands. Further, if the party is having every member roll to jump, in a 5-person party, it is very likely that that 2+ people will fail, that's just how things are - so that's potentially bad play. A smart party has the agile/strong people jump, puts a rope across, and then helps the rest (or otherwise work around it). If the DM has set things up so you all [I]have[/I] to jump, you need to accept that one of you will probably fail, and plan accordingly. B) Mage Guild Mission. +1 CHA isn't going to help with this. ROLE-PLAYING and smarts going to help with this. Seriously, if your DM is forcing you to roll your way through this he is a bad DM, unless you are just completely relying on "Oh I roll Diplomacy!"-type stuff. You know what would help a lot more than +1 CHA? The Diplomacy skill, which you could get with the free skill... C) Split party - Sure, but super-corner-case and +1 X is extremely unlikely to matter. Skills are much more likely to matter. D) Sneaking past monster - Misunderstanding 5E rules. That's not how group stealth works in 5E (check it out in Basic). E) Obscure Knowledge check - Let's be real, this check will not be vital, unless your DM is absolutely terrible, because that's just bad adventure design - again, too, +1 INT isn't likely to make a difference here. F) CON valuable for all - Agreed, but only if you get enough to get a +1, or are going to blow another +1 later and there's no reason the second +1 the alternate version wouldn't be going here with most classes. So we've got rules misunderstandings, corner cases. and places where +1 is unlikely to matter, so yeah, not really a strong case for +1 all stats. [/QUOTE]
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