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Community
General Tabletop Discussion
*Dungeons & Dragons
Should you always fail on a 1 and always succeed on a 20 for every d20 roll?
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<blockquote data-quote="Alexemplar" data-source="post: 7239864" data-attributes="member: 6874182"><p>Just want to point out that around 11 (give or take) is the point where D&D characters start resurrecting the dead, keep fighting even when you should have been dead, calling the gods to intervene personally into events, turning into elementals, becoming immune to all diseases and poisons/speaking any language </p><p></p><p> Being able to sneak by mooks that aren't looking for you when you have a legitimate place to hide is not terribly crazy. Invisibility, Pass Without Trace, Misslead, and other such spells make getting past such foes as simple as (flawlessly) spending one of your dozen and a half spell slots.</p><p></p><p> Although at 11th level, it's not like the Rogue couldn't make short work of those CR 1/8 guards anyway.</p><p></p><p></p><p></p><p></p><p> I don't recall many instance of Batman trying to sneak up behind a mook only to mess up and get caught. If it did happen, it was likely a joke or subversion.</p><p></p><p> If you really want a reasonable chance to catch the Rogue, though, just add a guard dog. Mastiffs and wolves (and most animals in the game) have advantage on Perception checks and can track by smell. With the addition of 2 guard dogs, you double the chances of the Rogue getting caught compared to if you used the auto-fail on a 20 rule. In fact, employing guard dogs is exactly how mooks dealt with Batman in the Dark Knight.</p><p></p><p> Or give one of the Guards 12 wisdom, bumping their bonus up to 13. Now they're perceptive enough to find the Rogue. Or make them higher than 1/8 CR. Maybe CR 1/2, 1 or 2, with +3, +4, or +5 proficiency.</p></blockquote><p></p>
[QUOTE="Alexemplar, post: 7239864, member: 6874182"] Just want to point out that around 11 (give or take) is the point where D&D characters start resurrecting the dead, keep fighting even when you should have been dead, calling the gods to intervene personally into events, turning into elementals, becoming immune to all diseases and poisons/speaking any language Being able to sneak by mooks that aren't looking for you when you have a legitimate place to hide is not terribly crazy. Invisibility, Pass Without Trace, Misslead, and other such spells make getting past such foes as simple as (flawlessly) spending one of your dozen and a half spell slots. Although at 11th level, it's not like the Rogue couldn't make short work of those CR 1/8 guards anyway. I don't recall many instance of Batman trying to sneak up behind a mook only to mess up and get caught. If it did happen, it was likely a joke or subversion. If you really want a reasonable chance to catch the Rogue, though, just add a guard dog. Mastiffs and wolves (and most animals in the game) have advantage on Perception checks and can track by smell. With the addition of 2 guard dogs, you double the chances of the Rogue getting caught compared to if you used the auto-fail on a 20 rule. In fact, employing guard dogs is exactly how mooks dealt with Batman in the Dark Knight. Or give one of the Guards 12 wisdom, bumping their bonus up to 13. Now they're perceptive enough to find the Rogue. Or make them higher than 1/8 CR. Maybe CR 1/2, 1 or 2, with +3, +4, or +5 proficiency. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should you always fail on a 1 and always succeed on a 20 for every d20 roll?
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