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<blockquote data-quote="KidSnide" data-source="post: 5693860" data-attributes="member: 54710"><p>I think Monte's system has an unexpected (at least to me) benefit, in that skill check bonuses can still matter, but they no longer dominate the system.</p><p></p><p>In 3e/4e, piling on feats and magic items make a huge different in whether a character can target a DC (or render a DC trivial). In my experience, that makes it very difficult to create appropriate DCs. One party's Thievery master can easily be at +8 to +10 over another party's best thief. I'm fine with some thieves being better than others, but I prefer to not have heroic character hitting low epic DCs on a lucky shot.</p><p></p><p>In Monte's system, skill modifiers can still make a meaningful difference because they determine whether a rank 3 character really has a shot of making a rank 5 check. However, if ranks are based on less variable character build components like class and level, you don't see low-mid level characters blasting through impossible DCs. They best they can be is predictably capable of hitting a couple ranks above theirs.</p><p></p><p>I'm not sure any of this additional complexity is worth it, but I think this system could lead to a more predictable game design experience and, IMO, a better simulation of the "talented apprentice".</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5693860, member: 54710"] I think Monte's system has an unexpected (at least to me) benefit, in that skill check bonuses can still matter, but they no longer dominate the system. In 3e/4e, piling on feats and magic items make a huge different in whether a character can target a DC (or render a DC trivial). In my experience, that makes it very difficult to create appropriate DCs. One party's Thievery master can easily be at +8 to +10 over another party's best thief. I'm fine with some thieves being better than others, but I prefer to not have heroic character hitting low epic DCs on a lucky shot. In Monte's system, skill modifiers can still make a meaningful difference because they determine whether a rank 3 character really has a shot of making a rank 5 check. However, if ranks are based on less variable character build components like class and level, you don't see low-mid level characters blasting through impossible DCs. They best they can be is predictably capable of hitting a couple ranks above theirs. I'm not sure any of this additional complexity is worth it, but I think this system could lead to a more predictable game design experience and, IMO, a better simulation of the "talented apprentice". -KS [/QUOTE]
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