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Reliable Talent. What the what?
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<blockquote data-quote="redrick" data-source="post: 7294060" data-attributes="member: 6777696"><p>Your definition of Bounded Accuracy — "every task can be failed" — seems very narrow. Bounded Accuracy is a somewhat vaguely stated design philosophy, and I don't know exactly what each developer has in mind when they say it, but for myself, I prefer it not to be, "everybody looks like a chump now and then." That's a side effect of any system where you roll for things. And don't get me wrong, I love looking like a chump in D&D, and I love it when the players look like chumps. But it's not the end goal of the game. Looking like a chump just helps to underscore the awesome. And, in the case of a level 11 Rogue, they don't look like chumps on skill checks. Of course, once you get out of the "more likely to succeed than fail" checks (requiring an 11 or higher, eg 50% chance of success), the Rogue is just as likely to fail with Reliable Talent as without it. They can't accomplish things that were impossible before.</p><p></p><p>You keep comparing to Wizard saves and Fighter attacks, but, again, another "core conceit" of 5e is asymmetrical balance. The mechanics of the Wizard are not the same as the mechanics of the Fighter are not the same as the Mechanics of the Rogue. Weapon attacks aren't the same as skill checks. They do different things and come up way more often. Spell saves aren't the same as skill checks — spells generally have a greater impact than a skill check, especially for an 11th level Wizard. Cast a fireball into the town square. Does it matter if all the townspeople make their DC 16 save? Swing a great-sword at a townsperson with +8 or +9 to hit (and at 11th level, many many Fighters will be carrying magic weapons with more bonuses than that.) You have a 10% chance of missing, but, don't worry, you get 3 attacks in a turn, and if you don't hit this turn, that townsperson will be lucky to take 4 hp off you before your next turn comes around.</p></blockquote><p></p>
[QUOTE="redrick, post: 7294060, member: 6777696"] Your definition of Bounded Accuracy — "every task can be failed" — seems very narrow. Bounded Accuracy is a somewhat vaguely stated design philosophy, and I don't know exactly what each developer has in mind when they say it, but for myself, I prefer it not to be, "everybody looks like a chump now and then." That's a side effect of any system where you roll for things. And don't get me wrong, I love looking like a chump in D&D, and I love it when the players look like chumps. But it's not the end goal of the game. Looking like a chump just helps to underscore the awesome. And, in the case of a level 11 Rogue, they don't look like chumps on skill checks. Of course, once you get out of the "more likely to succeed than fail" checks (requiring an 11 or higher, eg 50% chance of success), the Rogue is just as likely to fail with Reliable Talent as without it. They can't accomplish things that were impossible before. You keep comparing to Wizard saves and Fighter attacks, but, again, another "core conceit" of 5e is asymmetrical balance. The mechanics of the Wizard are not the same as the mechanics of the Fighter are not the same as the Mechanics of the Rogue. Weapon attacks aren't the same as skill checks. They do different things and come up way more often. Spell saves aren't the same as skill checks — spells generally have a greater impact than a skill check, especially for an 11th level Wizard. Cast a fireball into the town square. Does it matter if all the townspeople make their DC 16 save? Swing a great-sword at a townsperson with +8 or +9 to hit (and at 11th level, many many Fighters will be carrying magic weapons with more bonuses than that.) You have a 10% chance of missing, but, don't worry, you get 3 attacks in a turn, and if you don't hit this turn, that townsperson will be lucky to take 4 hp off you before your next turn comes around. [/QUOTE]
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