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Rogue Mastermind Archetype Up, Courtesy of Extra Life
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<blockquote data-quote="Imaro" data-source="post: 7682975" data-attributes="member: 48965"><p>You're making alot of assumptions here that won't/don't necessarily hold true to everyone's game. In my game where there is alot of unknowns (Unexplored swaths of frozen wilderness that were once populated by ancient civilizations and dotted with sparse settlements under the politics and rule of a dimension spanning empire)... Intelligence skills are pretty important (the fact that the importance of particular skills cannot be determined for individual campaigns is, IMO, just another reason the substitution of attributes is a bad idea)... as are charisma and wisdom. </p><p></p><p>As to your other points... A rogue with the charlatan background and high forgery/disguise skills is pretty much guaranteed not to have a ton of/any DM barriers... and I'm not sure why charisma would necessarily come into play if your forgeries or disguise rolls are good enough... at the least they would enhance any Charisma rolls you have to make (advantage) if successful.</p><p></p><p></p><p></p><p>Wait... what? if a single hit meant instant death it would have the opposite effect. Players would try to get AC as high as possible and for many, who can't wear heavy armor, Dex is the main way to do this. You can still try to avoid combat, but I'm unclear as to your reasoning that you wouldn't also hedge your bets in case you couldn't avoid it... IME that's exactly what most people do.</p><p></p><p> If every attack with Dex required an attack with Strength... people would all attack with Strength if they could... but I'm unclear on what this example is supporting... could you explain in more detail?</p><p></p><p></p><p></p><p>Okay in 5e a "failure" on a skill roll means... makes no progress towards the objective or makes progress combined with a setback. It's right there in the PHB and doesn't state it means instant failure of overall goal and closure of any and all paths to said goal... so I'm not sure where you're getting your "Instantly failing the plan on a failed roll" assumption from. It also states in the DMG that even if a failure cuts off an avenue to success... another approach or different avenue can be used to retry.</p><p></p><p>As to your point b... This is the same as a prolonged combat. You're making multiple rolls that culminate in success or failure of the overall goal... just like in combat. I'm not sure why the goal is to try to never roll, because the penalty... at least by the actual rules for 5e (see above)... isn't that steep at all. there are also the "Success At A Cost" & "Degrees of Failure" rules in the DMG </p><p></p><p>Also as a side note we have monsters that can bypass hit points to kill characters quickly or instantly... So even if the rules above have rare exceptions... it's still pretty similar to combat.</p><p></p><p>It seems that you are extrapolating how others run ability/prof checks in their games from how you choose to run them in your own, even though the advice and rules in the actual books point to a different methodology.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7682975, member: 48965"] You're making alot of assumptions here that won't/don't necessarily hold true to everyone's game. In my game where there is alot of unknowns (Unexplored swaths of frozen wilderness that were once populated by ancient civilizations and dotted with sparse settlements under the politics and rule of a dimension spanning empire)... Intelligence skills are pretty important (the fact that the importance of particular skills cannot be determined for individual campaigns is, IMO, just another reason the substitution of attributes is a bad idea)... as are charisma and wisdom. As to your other points... A rogue with the charlatan background and high forgery/disguise skills is pretty much guaranteed not to have a ton of/any DM barriers... and I'm not sure why charisma would necessarily come into play if your forgeries or disguise rolls are good enough... at the least they would enhance any Charisma rolls you have to make (advantage) if successful. Wait... what? if a single hit meant instant death it would have the opposite effect. Players would try to get AC as high as possible and for many, who can't wear heavy armor, Dex is the main way to do this. You can still try to avoid combat, but I'm unclear as to your reasoning that you wouldn't also hedge your bets in case you couldn't avoid it... IME that's exactly what most people do. If every attack with Dex required an attack with Strength... people would all attack with Strength if they could... but I'm unclear on what this example is supporting... could you explain in more detail? Okay in 5e a "failure" on a skill roll means... makes no progress towards the objective or makes progress combined with a setback. It's right there in the PHB and doesn't state it means instant failure of overall goal and closure of any and all paths to said goal... so I'm not sure where you're getting your "Instantly failing the plan on a failed roll" assumption from. It also states in the DMG that even if a failure cuts off an avenue to success... another approach or different avenue can be used to retry. As to your point b... This is the same as a prolonged combat. You're making multiple rolls that culminate in success or failure of the overall goal... just like in combat. I'm not sure why the goal is to try to never roll, because the penalty... at least by the actual rules for 5e (see above)... isn't that steep at all. there are also the "Success At A Cost" & "Degrees of Failure" rules in the DMG Also as a side note we have monsters that can bypass hit points to kill characters quickly or instantly... So even if the rules above have rare exceptions... it's still pretty similar to combat. It seems that you are extrapolating how others run ability/prof checks in their games from how you choose to run them in your own, even though the advice and rules in the actual books point to a different methodology. [/QUOTE]
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