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"I know the spell to solve the problem!"
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<blockquote data-quote="Walking Dad" data-source="post: 5729205" data-attributes="member: 59043"><p>Other example:</p><p></p><p>Locked door:</p><p>1. Rogue rolls to remove trap, pick locks, and stealth through door: One missed roll and the whole effort was wasted (ok, he has multiple tries or could take 20 for the lock picking)</p><p></p><p>Getting past guards:</p><p> 1. Rogue: Rolls Disguise, Bluff, Diplomacy, and Stealth. None of it detects as magic or can be seen through with <em>true seeing</em>. His skill versus theirs. If he looses he looses. Each roll has a flat 5% for a 1. Failure is much more likely if he has the skill not maxed out.</p><p></p><p>The thing is that the rogue has to spent his skill points at a skill every level to keep up with the DC.</p><p>And how often do you have to open a door silently in dungeon environment?</p><p>Why should the wizard cast invisibility?</p><p>Either the whole group has to go in undetected, so he casts invisibility sphere (and the cleric silence) to also cover the fighter and the cleric, or he doesn't. Let the rogue do solo stealth jobs, as he has no ability to take the group with him.And one failed check and he remembers all the monsters he passed and that are now between him and escape.</p><p></p><p>Getting past guards: Sleep spell if low level. Scry and teleport if high level. Takes the group with him.</p><p></p><p>Solo infiltration is nearly never demanded in an adventure, because most games are group efforts. Leaving the group behind means a bunch of players doing nothing.</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5729205, member: 59043"] Other example: Locked door: 1. Rogue rolls to remove trap, pick locks, and stealth through door: One missed roll and the whole effort was wasted (ok, he has multiple tries or could take 20 for the lock picking) Getting past guards: 1. Rogue: Rolls Disguise, Bluff, Diplomacy, and Stealth. None of it detects as magic or can be seen through with [I]true seeing[/I]. His skill versus theirs. If he looses he looses. Each roll has a flat 5% for a 1. Failure is much more likely if he has the skill not maxed out. The thing is that the rogue has to spent his skill points at a skill every level to keep up with the DC. And how often do you have to open a door silently in dungeon environment? Why should the wizard cast invisibility? Either the whole group has to go in undetected, so he casts invisibility sphere (and the cleric silence) to also cover the fighter and the cleric, or he doesn't. Let the rogue do solo stealth jobs, as he has no ability to take the group with him.And one failed check and he remembers all the monsters he passed and that are now between him and escape. Getting past guards: Sleep spell if low level. Scry and teleport if high level. Takes the group with him. Solo infiltration is nearly never demanded in an adventure, because most games are group efforts. Leaving the group behind means a bunch of players doing nothing. [/QUOTE]
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