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General Tabletop Discussion
*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Remathilis" data-source="post: 4917145" data-attributes="member: 7635"><p>This reminds me of a lot of the problems Melee Weapon Training opened: After a while, you only need one ability score (2 at most) and everything else is seed. First off, a rogue would naturally use his dex instead of his wisdom since his dex is going to be his highest score. So now the rogue has his dexterity covering exploit-attacks, basic attack (MWT: Dex), Init, Reflex Defense, Stealth, Thievery AND Perception checks, and AC. His Cha is covering Will Defense, and he can safely dump his 8 in Wis as long as he doesn't care about Insight or Nature checks...</p><p></p><p>What about other classes? Wouldn't a ranger want to use his Str to perception to track? Clerics use Wis to Religion, etc. </p><p></p><p>Lastly, How do you use to Dex (or Str, or Cha) to be more perceptive. It becomes hard to rationalize (again like MWT, I attack you with my CON!) and eventually the concept of ability scores meaning something breaks down. </p><p></p><p>While I have no problem with the 3 defenses, 2 scores each method, I think the "use X for Y" can be oversold too much by things like this.</p><p></p><p></p><p></p><p>Actually, its 1/2 level, min +1. I left that out. </p><p></p><p>Trap detection via magic means either using Find Traps (Clr2) or simply using Detect Magic to look for magical auras, which can be dispelled if needed.</p><p></p><p>And yes, not having a rogue means the DM has to alter the traps he uses. He may have to lower the DCs to search, provide alternate means to disarm or avoid traps, or simply use weaker traps. Really no different than before, except now he can use traps with DCs above 20 and someone has a chance of finding it. </p><p></p><p>Oh, the +10 does mean easier traps become a nuisance, but it also helps in finding them at farther range, scanning an area quickly, and other DC-upping tasks. </p><p></p><p></p><p></p><p>Well, Basic Fantasy mimics Basic/Expert D&D, so there is a LOT of Class X does Y mechanic. I just pointed it out as a way of allowing others to do something normally reserved for one class without destroying the thieves role. (1 in six ain't much, but its better than 2e's No-way, no-how).</p><p></p><p></p><p></p><p>Well, its not perfect, but I think we both agree a rogue needs something to get "trapfinder" back in his title. The "use thievery" method might work.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4917145, member: 7635"] This reminds me of a lot of the problems Melee Weapon Training opened: After a while, you only need one ability score (2 at most) and everything else is seed. First off, a rogue would naturally use his dex instead of his wisdom since his dex is going to be his highest score. So now the rogue has his dexterity covering exploit-attacks, basic attack (MWT: Dex), Init, Reflex Defense, Stealth, Thievery AND Perception checks, and AC. His Cha is covering Will Defense, and he can safely dump his 8 in Wis as long as he doesn't care about Insight or Nature checks... What about other classes? Wouldn't a ranger want to use his Str to perception to track? Clerics use Wis to Religion, etc. Lastly, How do you use to Dex (or Str, or Cha) to be more perceptive. It becomes hard to rationalize (again like MWT, I attack you with my CON!) and eventually the concept of ability scores meaning something breaks down. While I have no problem with the 3 defenses, 2 scores each method, I think the "use X for Y" can be oversold too much by things like this. Actually, its 1/2 level, min +1. I left that out. Trap detection via magic means either using Find Traps (Clr2) or simply using Detect Magic to look for magical auras, which can be dispelled if needed. And yes, not having a rogue means the DM has to alter the traps he uses. He may have to lower the DCs to search, provide alternate means to disarm or avoid traps, or simply use weaker traps. Really no different than before, except now he can use traps with DCs above 20 and someone has a chance of finding it. Oh, the +10 does mean easier traps become a nuisance, but it also helps in finding them at farther range, scanning an area quickly, and other DC-upping tasks. Well, Basic Fantasy mimics Basic/Expert D&D, so there is a LOT of Class X does Y mechanic. I just pointed it out as a way of allowing others to do something normally reserved for one class without destroying the thieves role. (1 in six ain't much, but its better than 2e's No-way, no-how). Well, its not perfect, but I think we both agree a rogue needs something to get "trapfinder" back in his title. The "use thievery" method might work. [/QUOTE]
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