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[Playtest Report] All Spellcasting Party
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<blockquote data-quote="ferratus" data-source="post: 5998834" data-attributes="member: 55966"><p>I suppose it depends on whether you think skills should be a speed bump or a roadblock. In the case of a locked door, do you simply make all doors fairly easy to open so the adventure to continue, or do you make the PC's find another way through the door? (Finding a key, bending the bars, going to a different part of the dungeon and coming in through the back etc.) In the latter case, it certainly has to be part of adventure design (and spelled out implicitly in the DMG) that there should be multiple solutions to the same problem.</p><p></p><p>Mostly though (after thinking about it) it becomes clear that the flavour text of their DC's that they gave don't match the bonuses they gave with skills. For example, if you don't have the +3 skill boost, the DC of 25 really is something that only demigods can do with a great deal of difficulty (20 stat (+5) and rolling a 20), So if we are going to have skills grant a +X bonus, we need another DC for the impossible (DC 28), shift the terms up a step, and make skills a necessary part of the core game.</p><p></p><p>Otherwise, if we want to make skills and feats strictly optional, they can't grant +X bonuses. That means no Weapon or Spell Focus feats, no Iron Will Feat, no skill focus feat or any of the other feat taxes we've had in the past two editions because it buggers up flat math (bounded accuracy). To which I say, I hope so, God willing.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5998834, member: 55966"] I suppose it depends on whether you think skills should be a speed bump or a roadblock. In the case of a locked door, do you simply make all doors fairly easy to open so the adventure to continue, or do you make the PC's find another way through the door? (Finding a key, bending the bars, going to a different part of the dungeon and coming in through the back etc.) In the latter case, it certainly has to be part of adventure design (and spelled out implicitly in the DMG) that there should be multiple solutions to the same problem. Mostly though (after thinking about it) it becomes clear that the flavour text of their DC's that they gave don't match the bonuses they gave with skills. For example, if you don't have the +3 skill boost, the DC of 25 really is something that only demigods can do with a great deal of difficulty (20 stat (+5) and rolling a 20), So if we are going to have skills grant a +X bonus, we need another DC for the impossible (DC 28), shift the terms up a step, and make skills a necessary part of the core game. Otherwise, if we want to make skills and feats strictly optional, they can't grant +X bonuses. That means no Weapon or Spell Focus feats, no Iron Will Feat, no skill focus feat or any of the other feat taxes we've had in the past two editions because it buggers up flat math (bounded accuracy). To which I say, I hope so, God willing. [/QUOTE]
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[Playtest Report] All Spellcasting Party
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