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Reliable Talent. What the what?
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<blockquote data-quote="Ovinomancer" data-source="post: 7294766" data-attributes="member: 16814"><p>Well, one, locks weren't everywhere and then nowhere, they were occasional and a challenge and then they disappeared. It was a few levels before it was really noticed.</p><p></p><p>Two, if your argument really boils down to 'if you play the way I do, it's not a problem,' then it isn't exactly universally applicable, yeah? I mean, I appreciate the input, and, as a point of fact, I've changed how a run a great deal from that game to how I'm running now, but that advice wouldn't have helped me then at all. Now? Well, I still think that an ability that requires changing how you present the game to provide trivially bypassed challenges to showcase the ability that trivially bypasses those challenges is bit weird, but, yeah, I provide more complex interactions now. Also, I'm trying out the advantage instead of a floor version in my current game (which is still many levels from 11th) because I find it achieves the same design goal but does it in a less disruptive and more helpful way. This way, it's helpful on very hard DCs as well as making very low DCs still a formality in the vast majority of cases. Given I rarely even ask for a check that would be a low DC, it'll have the same effect at low DCs as it does currently, but DCs 15-20 will still be relevant.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7294766, member: 16814"] Well, one, locks weren't everywhere and then nowhere, they were occasional and a challenge and then they disappeared. It was a few levels before it was really noticed. Two, if your argument really boils down to 'if you play the way I do, it's not a problem,' then it isn't exactly universally applicable, yeah? I mean, I appreciate the input, and, as a point of fact, I've changed how a run a great deal from that game to how I'm running now, but that advice wouldn't have helped me then at all. Now? Well, I still think that an ability that requires changing how you present the game to provide trivially bypassed challenges to showcase the ability that trivially bypasses those challenges is bit weird, but, yeah, I provide more complex interactions now. Also, I'm trying out the advantage instead of a floor version in my current game (which is still many levels from 11th) because I find it achieves the same design goal but does it in a less disruptive and more helpful way. This way, it's helpful on very hard DCs as well as making very low DCs still a formality in the vast majority of cases. Given I rarely even ask for a check that would be a low DC, it'll have the same effect at low DCs as it does currently, but DCs 15-20 will still be relevant. [/QUOTE]
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