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New Legends and Lore:Head of the Class
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<blockquote data-quote="I'm A Banana" data-source="post: 5631151" data-attributes="member: 2067"><p>Between backgrounds, training, half-level bonuses, and things like the half-elven <em>Knack for Success</em>, Aid Another checks, and only 17 skills, it is very rare when <em>someone</em> doesn't have a + RIDICULOUS bonus to some relevant skill used in the SC. And since you can "sit out" an SC without any problems, you frequently enter a situation where one or two people are making + RIDICULOUS checks against a paltry DC, leaving the rest of the party to twiddle their thumbs and let the experts handle it. Sometimes, there's a failure, maybe even 2 (runs of bad luck do happen, and it's hard to turn a roll of 2 or 3 into a victory even with your + RIDICULOUS bonus) but victory in an SC is quite assured by-the-book.</p><p></p><p>You can, of course, go outside of the book -- inflate the DC's, force inexpert party members to make checks, etc., but then that's the territory of a good DM going above and beyond a rule that doesn't support them. Which doesn't make the rule good. </p><p></p><p></p><p></p><p>What kind of a DM keeps you from a horse, if such a thing is reasonable, and simultaneously forces you to "go really fast" and cross water?</p><p></p><p>What does such a DM really expect you to do if you don't have a ritual caster in the party, or spare GP lying around, or time to use the ritual?</p><p></p><p></p><p></p><p>They don't generate tension.</p><p>They don't have active opposition.</p><p>They don't allow unique contributions from every party member.</p><p>They are binary.</p><p>They lack variety.</p><p></p><p>I understand that you disagree, but I hope it's possible for you to understand why I (and others!) feel that way. If you can't, I suppose there's little else to say -- you just can't understand the other side of the issue. Not something a message board can probably help you with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Rules are support. Bad rules are bad support. SCs and rituals are bad support for dramatic noncombat events, for the reasons above. </p><p></p><p></p><p></p><p>The mechanics don't support that playstyle.</p><p></p><p></p><p></p><p>Ultimately, I think we're aligned with goals. <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><p></p><p>You like SC's and rituals because what they were designed for meets your needs -- fast and loose, letting you use your DMing skills to generate the tension. </p><p></p><p>I dislike them because they don't meet my needs -- more detail and variety, letting the rules generate the tension, which the DM sets up and sees the fallout of.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5631151, member: 2067"] Between backgrounds, training, half-level bonuses, and things like the half-elven [I]Knack for Success[/I], Aid Another checks, and only 17 skills, it is very rare when [I]someone[/I] doesn't have a + RIDICULOUS bonus to some relevant skill used in the SC. And since you can "sit out" an SC without any problems, you frequently enter a situation where one or two people are making + RIDICULOUS checks against a paltry DC, leaving the rest of the party to twiddle their thumbs and let the experts handle it. Sometimes, there's a failure, maybe even 2 (runs of bad luck do happen, and it's hard to turn a roll of 2 or 3 into a victory even with your + RIDICULOUS bonus) but victory in an SC is quite assured by-the-book. You can, of course, go outside of the book -- inflate the DC's, force inexpert party members to make checks, etc., but then that's the territory of a good DM going above and beyond a rule that doesn't support them. Which doesn't make the rule good. What kind of a DM keeps you from a horse, if such a thing is reasonable, and simultaneously forces you to "go really fast" and cross water? What does such a DM really expect you to do if you don't have a ritual caster in the party, or spare GP lying around, or time to use the ritual? They don't generate tension. They don't have active opposition. They don't allow unique contributions from every party member. They are binary. They lack variety. I understand that you disagree, but I hope it's possible for you to understand why I (and others!) feel that way. If you can't, I suppose there's little else to say -- you just can't understand the other side of the issue. Not something a message board can probably help you with. ;) Rules are support. Bad rules are bad support. SCs and rituals are bad support for dramatic noncombat events, for the reasons above. The mechanics don't support that playstyle. Ultimately, I think we're aligned with goals. :) You like SC's and rituals because what they were designed for meets your needs -- fast and loose, letting you use your DMing skills to generate the tension. I dislike them because they don't meet my needs -- more detail and variety, letting the rules generate the tension, which the DM sets up and sees the fallout of. [/QUOTE]
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