- There is no diplomacy check high enough to have a arch lich hand over his power.
A'k: Yeah, heh... you'll get no argument out of me. There's no way,
no way I'd allow Diplomacy to effectively function as an
at will,
no save charm spell.
But really, I've come to the conclusion that I just don't like how skills handle things like Diplomacy, Intimitation, Perform (essentially another Diplomacy-effect skill) and the opposing skills. My feeling is that the opposition skills should be tied somewhat to a person's level.
Instead of making checks against Listen, Sense Motive, Spot... I think it would be better handled being opposed by the level of the character (with the appropriate modifiers) you're trying to bluff or hide from, etc. The theory being that adventuring classes should
automatically improve in these areas. I consider these essential survival skills a la BAB, HP and Saving Throw improvements.
- There is no bluff check high enough to convince a person looking at a blue sky that it is in fact green.
A'k: If someone gave me a really good reason to allow it I might.
- There is no hide check high enough to hide in a bare, featureless, round room with a central light source.
A'k: Definitely. But in 3.5e, you need something to hide behind in order to even make a hide check so that is no longer a concern.
- There is no move silently check high enough to move at normal speed in platemail right behind an alert guard.
A'k: I'd probably agree with that. Unless it was "silenced" platemail.
- There is no survival tracking check high enough to know who passed a week ago when yesterday 30 head of cattle were driven over this road in the rain.
A'k: I'm a little more lenient about tracking, that above check to me is still possible, just really freakin' hard. Tracking an air elemental's movement across the sky is something I'd consider "impossible".
- There is no Balance check high enough to let you walk on clouds, because it's not a matter of Balance, you are simply too heavy to do it!
A'k: Agreed. Skills should not be able to duplicate magic IMO, they should be rooted in reality. Any feat that is clearly superhuman is better left to a class/PrC ability. I've no problem if you have a monk-like class that allows you to extend the utility of these kinds of skills into the superhuman arena. Then at least I can argue that the monk can psionically enhance these skills allowing him to do all the wire-fu style stuff where others can't. But since it essentially "magical" it should follow the rules of magic as well.
Hmmm, I think I just gave myself an idea...
- There is no Craft check high enough to create a magical item.
A'k: I agree, barring something like... divine intervention. This has happened IMC.
- There is no ride check high enough to make your horse take you deliberately inside a collosal foe's mouth.
A'k: This one I disagree with. I think it's very doable, as others have mentioned, on a good enough check.
A'koss.