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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Long Term Pickpoqueting
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<blockquote data-quote="Celebrim" data-source="post: 3444415" data-attributes="member: 4937"><p>I'm afraid with a start like that, we are just going to have to agree to disagree. We gave up on strict realism when we decided to abstract a lengthy process of pickpocketing down to a few simple die rolls.</p><p></p><p></p><p></p><p>I will never think you rude for disagreeing with me. However, don't expect me to agree with your reasoning.</p><p></p><p></p><p></p><p>Two die rolls and a handful of intuitive circumstance modifiers.</p><p></p><p></p><p></p><p>I don't see how.</p><p></p><p></p><p></p><p>As I said, there is more to being a pickpocket than just good sleight of hand. This is one of the reasons many pickpocket scams involve partners - one to do the reel and the other to do the pull.</p><p></p><p></p><p></p><p>I disagree. These synergies aren't mentioned because don't exist. The task to be accomplished involves the application of multiple independent skills.</p><p></p><p></p><p></p><p>There is a big difference between synergies and circumstance modifiers.</p><p></p><p></p><p></p><p>75% of thier skill points? You do realize that Rogues start with 8 skill points per level, and IME many rogue players choose to make INT thier highest stat.</p><p></p><p></p><p></p><p>Well, in a word, "Yes I would." Sounds exciting to me, and I don't see why someone's Move Silently check necessarily makes someone a good swimmer. Now, what it might do is let him find a way to get in without swimming at all, possibly in combination with another skill.</p><p></p><p></p><p></p><p>You just listed 14 broadly useful skills. That's hardly a narrow skillset.</p><p></p><p></p><p></p><p>Solo adventuring, which is what you are describing whether you like it or not, can always be a problem to handle if you have a large group. What you describe is however, terribly exciting for the player. I know. I've been that player on many occassions. I've also been the player that stands by while the Paladin or the Ranger or Fighter or whatever shines in thier particular field, and I don't necessarily consider it boring to watch good RP and adventuring take place. I've also been that player that takes over an NPC or another PC's follower for the duration of an night's adventuring where my main PC isn't really useful.</p><p></p><p></p><p></p><p>Again, two die rolls. How time consuming and complicated is that? It's no more complicated than a single attack.</p><p></p><p></p><p></p><p>If you are decent at 14 skills, I imagine you'll find lots of ways to be useful.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3444415, member: 4937"] I'm afraid with a start like that, we are just going to have to agree to disagree. We gave up on strict realism when we decided to abstract a lengthy process of pickpocketing down to a few simple die rolls. I will never think you rude for disagreeing with me. However, don't expect me to agree with your reasoning. Two die rolls and a handful of intuitive circumstance modifiers. I don't see how. As I said, there is more to being a pickpocket than just good sleight of hand. This is one of the reasons many pickpocket scams involve partners - one to do the reel and the other to do the pull. I disagree. These synergies aren't mentioned because don't exist. The task to be accomplished involves the application of multiple independent skills. There is a big difference between synergies and circumstance modifiers. 75% of thier skill points? You do realize that Rogues start with 8 skill points per level, and IME many rogue players choose to make INT thier highest stat. Well, in a word, "Yes I would." Sounds exciting to me, and I don't see why someone's Move Silently check necessarily makes someone a good swimmer. Now, what it might do is let him find a way to get in without swimming at all, possibly in combination with another skill. You just listed 14 broadly useful skills. That's hardly a narrow skillset. Solo adventuring, which is what you are describing whether you like it or not, can always be a problem to handle if you have a large group. What you describe is however, terribly exciting for the player. I know. I've been that player on many occassions. I've also been the player that stands by while the Paladin or the Ranger or Fighter or whatever shines in thier particular field, and I don't necessarily consider it boring to watch good RP and adventuring take place. I've also been that player that takes over an NPC or another PC's follower for the duration of an night's adventuring where my main PC isn't really useful. Again, two die rolls. How time consuming and complicated is that? It's no more complicated than a single attack. If you are decent at 14 skills, I imagine you'll find lots of ways to be useful. [/QUOTE]
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