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<blockquote data-quote="JamesonCourage" data-source="post: 5696377" data-attributes="member: 6668292"><p>Dumb does not equal mute, so I have no idea why that'd be out of character necessarily (it certainly could, but it's not an assumption I'd leap to). Many times I've had PCs over analyze things. Having a big dumb guy go, "hey, couldn't we just break the chain?" after 10 minutes of debating on what to do would be fine for contribution and totally in-character, in my mind.</p><p></p><p></p><p>I'm not sure what you mean here. Isn't Aid Another a choice as it stands now? You can choose to aid another, choose to help brainstorm, or you can choose to do nothing? Are you saying you should have the choice of aid another, do nothing, or help in Method B? And, out of curiosity, what's the way that you can have everyone reasonably have a Method B option at all times? I'm really curious, because if there's another mechanic I can explore for my game, it'd be really cool to hear (totally honest... I don't want this to come off as sarcastic at all).</p><p></p><p></p><p>Ah, I do agree with this sentiment. It also looks like you weren't advocating for someone <em>always</em> having a Method B option available. Just having a Method B option throughout most of the game. I had this same issue with my game, so I did a slight redesign on skills to address it. Obviously I can relate to what you're saying here, so it makes sense to me.</p><p></p><p></p><p>Doesn't this go against the rogue being the only one who can disarm the trap, which you indicated you were okay with? Are you basically saying it's bad when the mechanics do this <em>constantly</em> as opposed to somewhat? Trying to understand.</p><p></p><p></p><p>Yep, pretty true. +15 to a skill (13 ranks, +2 mod) means a 10 = 25 (55% chance of success). The untrained guy (+2 mod) means a 20 gets him a 22 (0% chance to hit a 25). This was an issue I had, so I totally agree with you on this.</p><p></p><p></p><p>No, but he shouldn't be rocking the house, in my eyes. He'll do that later in his area. However, he is meaningfully contributing to the guy who is rocking the house. And that guy will probably help him rock the house later. I don't think that everyone should be able to "rock the house" at all times, or even most times.</p><p></p><p>As far as the DCs becoming too separated past a certain point, I agree. I fixed it to a point where my group was satisfied with it, but it's something I'd like to see D&D address in the future. So, I'm totally with you on that. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5696377, member: 6668292"] Dumb does not equal mute, so I have no idea why that'd be out of character necessarily (it certainly could, but it's not an assumption I'd leap to). Many times I've had PCs over analyze things. Having a big dumb guy go, "hey, couldn't we just break the chain?" after 10 minutes of debating on what to do would be fine for contribution and totally in-character, in my mind. I'm not sure what you mean here. Isn't Aid Another a choice as it stands now? You can choose to aid another, choose to help brainstorm, or you can choose to do nothing? Are you saying you should have the choice of aid another, do nothing, or help in Method B? And, out of curiosity, what's the way that you can have everyone reasonably have a Method B option at all times? I'm really curious, because if there's another mechanic I can explore for my game, it'd be really cool to hear (totally honest... I don't want this to come off as sarcastic at all). Ah, I do agree with this sentiment. It also looks like you weren't advocating for someone [I]always[/I] having a Method B option available. Just having a Method B option throughout most of the game. I had this same issue with my game, so I did a slight redesign on skills to address it. Obviously I can relate to what you're saying here, so it makes sense to me. Doesn't this go against the rogue being the only one who can disarm the trap, which you indicated you were okay with? Are you basically saying it's bad when the mechanics do this [I]constantly[/I] as opposed to somewhat? Trying to understand. Yep, pretty true. +15 to a skill (13 ranks, +2 mod) means a 10 = 25 (55% chance of success). The untrained guy (+2 mod) means a 20 gets him a 22 (0% chance to hit a 25). This was an issue I had, so I totally agree with you on this. No, but he shouldn't be rocking the house, in my eyes. He'll do that later in his area. However, he is meaningfully contributing to the guy who is rocking the house. And that guy will probably help him rock the house later. I don't think that everyone should be able to "rock the house" at all times, or even most times. As far as the DCs becoming too separated past a certain point, I agree. I fixed it to a point where my group was satisfied with it, but it's something I'd like to see D&D address in the future. So, I'm totally with you on that. As always, play what you like :) [/QUOTE]
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