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Is my DM being fair?
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<blockquote data-quote="TheSword" data-source="post: 7412612" data-attributes="member: 6879661"><p>I think you said it best yourself. Expertise scales by level and only reaches 20 by level 9 barring a truly exceptional wisdom. The scaling by level gives a method of control. It also compounds the problem as the rogue can easy have 22 from level 1 with this feat, meaning ambush is extremely difficult.</p><p></p><p>It’s a good point about traps needing to actively looked for to gain checks. I’m not sure that is a difficult choice in a dungeon setting and therefore the principal of the auto success becomes an issue.. I get that traps and how to deal with them is a hot topic with many debatable solutions.</p><p></p><p>I’m not a massive fan of any time one PCs score is massively higher (+8 to 10) than all the others, be it AC, Stealth, Athletics. These things tend to create auto successes. It’s one of the reasons I prefer advantage as a mechanic to flat increases. The arms race on games mechanics is one of the main things that switched me off Pathfinder as the principal of only failing important checks on a 1 or 2 really bugs me.</p><p></p><p>Maybe the auto pre-ambush rogue is partly an aesthetic dislike as I would prefer the DM not allow the feat rather than negate it in game. However I think the ability to almost certainly deal let’s say on average 20 points of damage first in every combat is a very powerful ability (based on a lvl5 two weapon fighting) if the rogue wins initiative - a high possibility they could be dealing 40 points or more before other adventurers even get to act at a relatively low level. 40 hp is enough to kill a mage outright. 40 doesn’t include the 1/5 chance of a crit in those rounds, or that these are just average rolls, or the autocrit assassin function.</p><p></p><p>As I said I don’t like the idea of autosuccess or abilities that consistently trump the rest of the party. Perhaps it evens itself out by level 15 but that is irrelevent if your campaign ends at 10.</p><p></p><p>I stand by the assertion that there is no foul if the option is agreed not to be there. If this is something that comes up in play the DM should have the chance to have an honest conversation with the PC to redistribute resources. If the player agrees then the ban hammer may not be needed. If they won’t accommodate then I think the DM is within their rights to change things. The alternative is that the DM normally loses heart and the campaign grinds to a halt. I wish I’d had the guts to have that conversation earlier with OP PCs and some really good campaigns might not of ended prematurely.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7412612, member: 6879661"] I think you said it best yourself. Expertise scales by level and only reaches 20 by level 9 barring a truly exceptional wisdom. The scaling by level gives a method of control. It also compounds the problem as the rogue can easy have 22 from level 1 with this feat, meaning ambush is extremely difficult. It’s a good point about traps needing to actively looked for to gain checks. I’m not sure that is a difficult choice in a dungeon setting and therefore the principal of the auto success becomes an issue.. I get that traps and how to deal with them is a hot topic with many debatable solutions. I’m not a massive fan of any time one PCs score is massively higher (+8 to 10) than all the others, be it AC, Stealth, Athletics. These things tend to create auto successes. It’s one of the reasons I prefer advantage as a mechanic to flat increases. The arms race on games mechanics is one of the main things that switched me off Pathfinder as the principal of only failing important checks on a 1 or 2 really bugs me. Maybe the auto pre-ambush rogue is partly an aesthetic dislike as I would prefer the DM not allow the feat rather than negate it in game. However I think the ability to almost certainly deal let’s say on average 20 points of damage first in every combat is a very powerful ability (based on a lvl5 two weapon fighting) if the rogue wins initiative - a high possibility they could be dealing 40 points or more before other adventurers even get to act at a relatively low level. 40 hp is enough to kill a mage outright. 40 doesn’t include the 1/5 chance of a crit in those rounds, or that these are just average rolls, or the autocrit assassin function. As I said I don’t like the idea of autosuccess or abilities that consistently trump the rest of the party. Perhaps it evens itself out by level 15 but that is irrelevent if your campaign ends at 10. I stand by the assertion that there is no foul if the option is agreed not to be there. If this is something that comes up in play the DM should have the chance to have an honest conversation with the PC to redistribute resources. If the player agrees then the ban hammer may not be needed. If they won’t accommodate then I think the DM is within their rights to change things. The alternative is that the DM normally loses heart and the campaign grinds to a halt. I wish I’d had the guts to have that conversation earlier with OP PCs and some really good campaigns might not of ended prematurely. [/QUOTE]
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