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General Tabletop Discussion
*Dungeons & Dragons
Reliable Talent. What the what?
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<blockquote data-quote="Charlaquin" data-source="post: 7289718" data-attributes="member: 6779196"><p>I mean, me either - usually in a situation where taking 10 would be appropriate, it’d be better to just let the action succeed. </p><p></p><p>My point exactly. So, unless there’s a source of pressure, you shouldn’t be rolling to pick locks most of the time anyway. A locked door with no complicating factors to make trying to pick it a risk isn’t an obstacle, it’s set dressing. And if you’re already putting complicating factors in your campaigns to make picking locks risky, it shouldn’t be too hard to ramp those factors up for characters who can reliably achieve an average roll result under pressure. Frankly, as a DM, you should be designing around the expectation of characters reliably being able to achieve average results anyway.</p><p></p><p>Also, side note, speaking of things that aren’t in the rules, locks and tools being damaged or broken on a failed Dexterity check sure is one of them.</p><p></p><p></p><p>A rogue has a pretty limited number of expertise skills. Four, to be precise, or three plus thieves’ tools. And it also doesn’t do anything to increase the difficulty of tasks the rogue can succeed at, it just removes the risk of failure at things they already had a 50% chance or better at succeeding. Picking four skills you can count on to always succeed at tasks below Very Difficult DCs seems like a perfectly reasonable feature for a 3rd-tier Skill monkey to me.</p><p></p><p></p><p>I guess? Again, I feel like this is only a problem if you weren’t already counting on the character to reliably be able to achieve average roll results. Which in my opinion you should have been. YMMV, I guess.</p><p></p><p></p><p>Cool, sounds like you’ve got a fix that works for your game. Glad to hear it.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7289718, member: 6779196"] I mean, me either - usually in a situation where taking 10 would be appropriate, it’d be better to just let the action succeed. My point exactly. So, unless there’s a source of pressure, you shouldn’t be rolling to pick locks most of the time anyway. A locked door with no complicating factors to make trying to pick it a risk isn’t an obstacle, it’s set dressing. And if you’re already putting complicating factors in your campaigns to make picking locks risky, it shouldn’t be too hard to ramp those factors up for characters who can reliably achieve an average roll result under pressure. Frankly, as a DM, you should be designing around the expectation of characters reliably being able to achieve average results anyway. Also, side note, speaking of things that aren’t in the rules, locks and tools being damaged or broken on a failed Dexterity check sure is one of them. A rogue has a pretty limited number of expertise skills. Four, to be precise, or three plus thieves’ tools. And it also doesn’t do anything to increase the difficulty of tasks the rogue can succeed at, it just removes the risk of failure at things they already had a 50% chance or better at succeeding. Picking four skills you can count on to always succeed at tasks below Very Difficult DCs seems like a perfectly reasonable feature for a 3rd-tier Skill monkey to me. I guess? Again, I feel like this is only a problem if you weren’t already counting on the character to reliably be able to achieve average roll results. Which in my opinion you should have been. YMMV, I guess. Cool, sounds like you’ve got a fix that works for your game. Glad to hear it. [/QUOTE]
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Reliable Talent. What the what?
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