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General Tabletop Discussion
*TTRPGs General
On 5E Skills (aka How Game System Affects Immersion)
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<blockquote data-quote="N'raac" data-source="post: 5900296" data-attributes="member: 6681948"><p>I would suggest that 22 Perception is the issue. Why are these guards so amazingly perceptive? If the intent is that these guards are extremely alert, the post well-designed to limit the opportunities to sneak past it unseen, the type of challenge that most look to and say "No one could do that!", then it seems appropriate that the Warlord should have little to no chance. If it's a typical fantasy source material guard post with sleepy guards playing cards, perhaps it should be no challenge at all for that stealthy rogue, and much more do-able for the Warlord (say DC 12).</p><p></p><p></p><p></p><p>That's a difference in chance of success of 30%. Is that what we want? Is the best an expert vs someone with no training can achieve is, say, a 40% improvement (removing that +2 background bonus) in his chance of success? There are points in its favour - the warlord steps out of his comfort zone and tries to be stealthy. There are also points against it - that specialization in a skill doesn't seem so "special" any more when anyone can manage the same feats with just a little more luck.</p><p></p><p>We always have a die roll plus a modifier. As we reduce the spread on the modifiers, we reduce the impact of skill on success, and increase the impact of luck. If you want a more luck-based success model, this change is a plus. If you want the truly skilled to shine by achieving tasks viewed as impossible by those less skilled , this system will not deliver.</p><p></p><p>Auto-success at some level would help, but it means the skilled have less risk of failure when the task is less difficult, rather than shining by achieving the task lesser men view as impossible. It is the latter that seems, to me, to best mesh with heroic fantasy.</p></blockquote><p></p>
[QUOTE="N'raac, post: 5900296, member: 6681948"] I would suggest that 22 Perception is the issue. Why are these guards so amazingly perceptive? If the intent is that these guards are extremely alert, the post well-designed to limit the opportunities to sneak past it unseen, the type of challenge that most look to and say "No one could do that!", then it seems appropriate that the Warlord should have little to no chance. If it's a typical fantasy source material guard post with sleepy guards playing cards, perhaps it should be no challenge at all for that stealthy rogue, and much more do-able for the Warlord (say DC 12). That's a difference in chance of success of 30%. Is that what we want? Is the best an expert vs someone with no training can achieve is, say, a 40% improvement (removing that +2 background bonus) in his chance of success? There are points in its favour - the warlord steps out of his comfort zone and tries to be stealthy. There are also points against it - that specialization in a skill doesn't seem so "special" any more when anyone can manage the same feats with just a little more luck. We always have a die roll plus a modifier. As we reduce the spread on the modifiers, we reduce the impact of skill on success, and increase the impact of luck. If you want a more luck-based success model, this change is a plus. If you want the truly skilled to shine by achieving tasks viewed as impossible by those less skilled , this system will not deliver. Auto-success at some level would help, but it means the skilled have less risk of failure when the task is less difficult, rather than shining by achieving the task lesser men view as impossible. It is the latter that seems, to me, to best mesh with heroic fantasy. [/QUOTE]
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