deganawida
Legend
Oh man I didn't even think of that!!!God imagine if they put the Next playtest under CC.
Oh man I didn't even think of that!!!God imagine if they put the Next playtest under CC.
Because the skills aren't primarily assigned to abilities from a balance perspective, they're assigned based on what ability the designers anticipated them being paired with most often. Free-form matching of skill with the most suitable ability for the occasion is presented as an optional rule, but it is clearly how the game was designed to be played, they just backed off from enforcing it. If they arbitrarily made Deception Intelligence based, or whatever, people would still just call for Charisma-based Deception checks.I really wish someone could explain to me why Persuasion and Deception need to both be CHA skills, or why they should be separate at all. Why are Dex and Cha so overrepresented? It's really ironic that Str, Int, and Wis aren't the top attributes given how the game started out!
Because the skills aren't primarily assigned to abilities from a balance perspective, they're assigned based on what ability the designers anticipated them being paired with most often. Free-form matching of skill with the most suitable ability for the occasion is presented as an optional rule, but it is clearly how the game was designed to be played, they just backed off from enforcing it. If they arbitrarily made Deception Intelligence based, or whatever, people would still just call for Charisma-based Deception checks.
Persuasion and Deception are separate skills because either one is a top tier skill on its own.
I want you to believe that game design is a messy process, and that many of the variant and optional rules are things they intended as standard rules at some point but that were deemed too complicated (or not up to snuff).I don't buy that. You want me to believe that they took that rule, and then explicitly labelled it Variant under it's own special heading. Meaning, not the assumed, default rule. Then, they took each skill and placed them explicitly under a specific attribute. Not just on the summary chart of all skills available, but the entirety of the skill descriptions themselves.
It's actually very easy to do so. You just need toIt's going to be hard to really balance skills and classes until we get an edition that doesn't tie to-hit to a predetermined ability score.
You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also end Wild Shape early as a Bonus Action.
...
Choose a point within 30 feet of yourself, and spectral flowers appear for a moment in a 10 foot radius sphere centered on that point. Then roll a number of d4s equal to your Wisdom modifier and add the dice together.
I want you to believe that game design is a messy process, and that many of the variant and optional rules are things they intended as standard rules at some point but that were deemed too complicated (or not up to snuff).
In any case if you don't like the abilities 5e skills are softly assigned to, don't use them with those abilities. You're just doing what the designers wanted you to be able to do.
Rogues definitely can do okay, depending on how they are built. Rogue DPR potentially takes a noticeable and totally unnecessary hit with 1D&D though - they actually made the rules on SA more complicated too, which is particularly perverse. Not sure what the thinking was there apart from limitations for limitations' sake (wouldn't be the first TTRPG to do that of course).I find the rogue does well in all three pillars. Paladins and Rangers as well. Which means to me what they really need to do is give more non-combat features to classes like Fighter, Monk, and Barbarian.
So...Pathfinder?It's actually very easy to do so. You just need to
- Rejigger the skills/ability score ratio by adding more skills.
- Not force narrow steerotypical class skill lists

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.