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General Tabletop Discussion
*Pathfinder & Starfinder
On smaller bonuses and the d20 mechanic
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<blockquote data-quote="Yora" data-source="post: 5803105" data-attributes="member: 6670763"><p>So the range that modidiers can have is irrelevant in regard to enemies, but mostly defines the difference between party members.</p><p>Which has the result that at low levels, the differences are relatively small, as a high dexterity fighter in medium armor may have +2 in stealth and a rogue has say +6 (low optimization, I know), which is a difference of 4 numbers on the d20. As they gain levels, the fighter may accidentally rise to +4, while the rogue works a lot to get it up to +16, increasing the difference to 12 numbers on a d20. Now I would assume that the DCs a PC has to face (as the result from Perception by enemies) is calibrated to be challenging to a rogue.</p><p></p><p>As a result, at low levels fighters have some chance to sneak, but as the ability to percieve sneaking PC grows at a pace that can pick up with the rogue, the fighters chances to successfully sneak actually become <u>relatively</u> smaller.</p><p>Instead of the rogue being able to say "I sneak better than you" he actually would have to say "you suck more at sneaking than me".</p><p></p><p>And would it actually be that bad if the difference is small? Say the party needs some scounting done and the chance of not causing allert has to be as high as possible. So even if it's just a small difference, the rogue will do the scouting, and he will do it alone, since that's the best chance they have to get their intel and being undetected. At no time will the fighter say "you know, I think this time you stay here and I go instead". The rogues role as scout is still firmly reserved for him.</p><p>If there is an emergency and they really need to sneak everyone through somewhere, then the small difference means there's still some chance to get the fighter and cleric through undetected. The chance is not as good as the rogue being alone, but it may still work. Which in my book makes the game a lot more fun.</p></blockquote><p></p>
[QUOTE="Yora, post: 5803105, member: 6670763"] So the range that modidiers can have is irrelevant in regard to enemies, but mostly defines the difference between party members. Which has the result that at low levels, the differences are relatively small, as a high dexterity fighter in medium armor may have +2 in stealth and a rogue has say +6 (low optimization, I know), which is a difference of 4 numbers on the d20. As they gain levels, the fighter may accidentally rise to +4, while the rogue works a lot to get it up to +16, increasing the difference to 12 numbers on a d20. Now I would assume that the DCs a PC has to face (as the result from Perception by enemies) is calibrated to be challenging to a rogue. As a result, at low levels fighters have some chance to sneak, but as the ability to percieve sneaking PC grows at a pace that can pick up with the rogue, the fighters chances to successfully sneak actually become [U]relatively[/U] smaller. Instead of the rogue being able to say "I sneak better than you" he actually would have to say "you suck more at sneaking than me". And would it actually be that bad if the difference is small? Say the party needs some scounting done and the chance of not causing allert has to be as high as possible. So even if it's just a small difference, the rogue will do the scouting, and he will do it alone, since that's the best chance they have to get their intel and being undetected. At no time will the fighter say "you know, I think this time you stay here and I go instead". The rogues role as scout is still firmly reserved for him. If there is an emergency and they really need to sneak everyone through somewhere, then the small difference means there's still some chance to get the fighter and cleric through undetected. The chance is not as good as the rogue being alone, but it may still work. Which in my book makes the game a lot more fun. [/QUOTE]
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On smaller bonuses and the d20 mechanic
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