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Reliable Talent. What the what?
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<blockquote data-quote="Ovinomancer" data-source="post: 7290638" data-attributes="member: 16814"><p>We read how passive checks are to be used differently. And that's fine.</p><p></p><p></p><p></p><p>Ah, that was unclear from your formulation. However, to go along with that, the rogue cannot perform that way at 11th, which is tier 3. Then, suddenly, at 12th, they can. </p><p></p><p></p><p>Again, you have a high failure rate in your game, statistically. Assuming a 50/50 shot is reliably passed is madness. You've set up your baseline for 'easy' as requiring additional resources to accomplish. Nothing wrong with having your games set at a higher difficulty setting, but you shouldn't fool yourself into believing that it's not.</p><p></p><p> </p><p>Quote me saying this, please. </p><p></p><p> </p><p>Um, no, because, <em>by definition</em>, half of those checks fail. What you're confusing for the difficulty of the class is how your players have adopted to your strange idea of probably by throwing more resources to increase their odds at success because you've set the bar for normal too high.</p><p></p><p>And, with that said, do you not notice that difference between 'I need to use guidance and some bardic inspiration to make this 50/50 shot likely to succeed" and "i have reliable skill now so I don't need to use guidance and bardic inspiration on that check"?</p><p></p><p></p><p>Because it's a bad design feature -- it's sudden and radically redefines what challenges the rogue. This would be acceptable if all classes had such a break near the same level, but none of the other classes do. None of the other classes entirely remove a common obstacle via a class ability in this manner -- if I could challenge a fighter at 11th with a creature, then at 12th that creature is still a challenge, even if less of one. Reliable Talent pretty much removes a huge swath of previously effective challenges. And, even if you persist in your assumption that 50/50 is probably successful due to other resource expenditure (or retries), then it should still be apparent to you that the ability removes the need for the additional resources or retries, which alters how those challenges work in your game.</p><p></p><p>Having a solution to this issue in my game doesn't remove the issue from the game, nor does it obviate the usefulness of clearly identifying the issue and discussing it so that others can evaluate it for themselves and adopt (or not) a solution for themselves. Again, the idea that a problem might be locally removed for you doesn't mean it's not worth discussing, if only to get a better grasp on how others play the game. You're limiting your ability to learn if you try to shut down discussion.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7290638, member: 16814"] We read how passive checks are to be used differently. And that's fine. Ah, that was unclear from your formulation. However, to go along with that, the rogue cannot perform that way at 11th, which is tier 3. Then, suddenly, at 12th, they can. Again, you have a high failure rate in your game, statistically. Assuming a 50/50 shot is reliably passed is madness. You've set up your baseline for 'easy' as requiring additional resources to accomplish. Nothing wrong with having your games set at a higher difficulty setting, but you shouldn't fool yourself into believing that it's not. Quote me saying this, please. Um, no, because, [I]by definition[/I], half of those checks fail. What you're confusing for the difficulty of the class is how your players have adopted to your strange idea of probably by throwing more resources to increase their odds at success because you've set the bar for normal too high. And, with that said, do you not notice that difference between 'I need to use guidance and some bardic inspiration to make this 50/50 shot likely to succeed" and "i have reliable skill now so I don't need to use guidance and bardic inspiration on that check"? Because it's a bad design feature -- it's sudden and radically redefines what challenges the rogue. This would be acceptable if all classes had such a break near the same level, but none of the other classes do. None of the other classes entirely remove a common obstacle via a class ability in this manner -- if I could challenge a fighter at 11th with a creature, then at 12th that creature is still a challenge, even if less of one. Reliable Talent pretty much removes a huge swath of previously effective challenges. And, even if you persist in your assumption that 50/50 is probably successful due to other resource expenditure (or retries), then it should still be apparent to you that the ability removes the need for the additional resources or retries, which alters how those challenges work in your game. Having a solution to this issue in my game doesn't remove the issue from the game, nor does it obviate the usefulness of clearly identifying the issue and discussing it so that others can evaluate it for themselves and adopt (or not) a solution for themselves. Again, the idea that a problem might be locally removed for you doesn't mean it's not worth discussing, if only to get a better grasp on how others play the game. You're limiting your ability to learn if you try to shut down discussion. [/QUOTE]
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Reliable Talent. What the what?
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