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<blockquote data-quote="Chaosmancer" data-source="post: 8796723" data-attributes="member: 6801228"><p>Which I literally addressed. That cost is 5 gold. We are discussing OD&D, so let us look at the starting gold for a character. At a minimum, the characters start with 150 gold to buy equipment. Every single example character from the last UA's backgrounds that I can remember had at least 10 gold left, two of the example characters from these classes have 18 gold left. Meaning that we can average and guess that most 1st level characters will have 25 gold left over. </p><p></p><p>Enough for 5 healer's kits. Each. </p><p></p><p>That isn't a significant cost. It could be described as no cost at all, or a no-brainer. Which is why I pointed out that it could be argued these items basically have no cost.</p><p></p><p></p><p></p><p>Okay, that is fair. But, I do wonder if you should consider whether or not your position that every single move must have a risk or a cost might be mistaken if the game was designed to have many zero-risk/no-cost moves. As I said in my above post, I find some of these moves only show up when players are invested in the success of the group.</p><p></p><p></p><p></p><p>Or they may not, and their investment may wane. IF the cost is too high or too heavy, then they won't bother. We have a classical example of this in the Berserker Barbarian. The Cost of using Frenzy was too high, so very few people played the subclass, and the majority basically agreed that the ability was bad. </p><p></p><p>Making something costly to use does not make it a better ability.</p><p></p><p></p><p></p><p></p><p>I don't believe what we are being shown is actually a better design. It is just a more restrictive design. There isn't even any new cost, because no one is going to get a skill proficiency and only use it for the Help Action, it will be used as a skill proficiency they have. </p><p></p><p></p><p></p><p>I also want to add, since we are talking about little cost. The Rogue being presented in this UA has an in-built advantage that we haven't talked about. The Rules for Tool Proficiency state that having proficiency with the Tool and with the Skill grants advantage. The rogue has proficiency with Thieve's Tools by default, and they are presented as having sleight of hand. This means that the Rogue automatically has advantage on every single check to unlock a door or disarm a trap, simply built into their class. </p><p></p><p>I'm not sure this is a good thing, but it does lend itself more to what I was discussing with Fitz, it seems that the classes are being designed to be more solo-played than before. The rogue thief will, by level 6, have advantage on every stealth check, every disarm traps check, and every unlock check. There really is little room for the rest of the party to do anything to help them, they can just vanish into a location and go to work without any need for the party. Especially by level 10 when they get reliable talent.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8796723, member: 6801228"] Which I literally addressed. That cost is 5 gold. We are discussing OD&D, so let us look at the starting gold for a character. At a minimum, the characters start with 150 gold to buy equipment. Every single example character from the last UA's backgrounds that I can remember had at least 10 gold left, two of the example characters from these classes have 18 gold left. Meaning that we can average and guess that most 1st level characters will have 25 gold left over. Enough for 5 healer's kits. Each. That isn't a significant cost. It could be described as no cost at all, or a no-brainer. Which is why I pointed out that it could be argued these items basically have no cost. Okay, that is fair. But, I do wonder if you should consider whether or not your position that every single move must have a risk or a cost might be mistaken if the game was designed to have many zero-risk/no-cost moves. As I said in my above post, I find some of these moves only show up when players are invested in the success of the group. Or they may not, and their investment may wane. IF the cost is too high or too heavy, then they won't bother. We have a classical example of this in the Berserker Barbarian. The Cost of using Frenzy was too high, so very few people played the subclass, and the majority basically agreed that the ability was bad. Making something costly to use does not make it a better ability. I don't believe what we are being shown is actually a better design. It is just a more restrictive design. There isn't even any new cost, because no one is going to get a skill proficiency and only use it for the Help Action, it will be used as a skill proficiency they have. I also want to add, since we are talking about little cost. The Rogue being presented in this UA has an in-built advantage that we haven't talked about. The Rules for Tool Proficiency state that having proficiency with the Tool and with the Skill grants advantage. The rogue has proficiency with Thieve's Tools by default, and they are presented as having sleight of hand. This means that the Rogue automatically has advantage on every single check to unlock a door or disarm a trap, simply built into their class. I'm not sure this is a good thing, but it does lend itself more to what I was discussing with Fitz, it seems that the classes are being designed to be more solo-played than before. The rogue thief will, by level 6, have advantage on every stealth check, every disarm traps check, and every unlock check. There really is little room for the rest of the party to do anything to help them, they can just vanish into a location and go to work without any need for the party. Especially by level 10 when they get reliable talent. [/QUOTE]
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