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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="Hussar" data-source="post: 7240883" data-attributes="member: 22779"><p>Fair enough. Although, as mentioned, the resource cost isn't generally that onerous. At least, certainly not by 11th level (which we're talking about). I mean, by that point, the wizard is getting 5 levels of spells back on a short rest. It's not like you are making that many spells at a time. In the specific example, the wizard is using exactly one spell - dimension door or something of that ilk - to do automatically what we're forcing the rogue to have a failure chance at.</p><p></p><p></p><p></p><p>Comprehend Languages is a perfect example actually. It's a ritual, so, other than 10 minutes, it costs nothing at all. So, now we have a 100% effective spell with no failure chance vs a (admittedly minor) chance of failure for the skill character. Now, Knock, OTOH, actually does cost resources (and makes a lot of noise), but, again, is 100% effective, is likely only going to cost you that one slot (which you will regain on a short rest) and is very unlikely to be needed more than once in a given situation. </p><p></p><p>I dislike the fact that we are forcing failure chances arbitrarily. IME, what will happen is that every time any skill comes up, the players reach for their spells because mundane resources will inevitably fail. The party never tries sneaking anywhere. They drop Pass Without a Trace because doing so is just so much more effective. So on and so forth.</p><p></p><p>My biggest complaint in 5e is just how ubiquitous magic has become in the game. It's the first choice instead of the second or third, simply because the party has so much magic.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7240883, member: 22779"] Fair enough. Although, as mentioned, the resource cost isn't generally that onerous. At least, certainly not by 11th level (which we're talking about). I mean, by that point, the wizard is getting 5 levels of spells back on a short rest. It's not like you are making that many spells at a time. In the specific example, the wizard is using exactly one spell - dimension door or something of that ilk - to do automatically what we're forcing the rogue to have a failure chance at. Comprehend Languages is a perfect example actually. It's a ritual, so, other than 10 minutes, it costs nothing at all. So, now we have a 100% effective spell with no failure chance vs a (admittedly minor) chance of failure for the skill character. Now, Knock, OTOH, actually does cost resources (and makes a lot of noise), but, again, is 100% effective, is likely only going to cost you that one slot (which you will regain on a short rest) and is very unlikely to be needed more than once in a given situation. I dislike the fact that we are forcing failure chances arbitrarily. IME, what will happen is that every time any skill comes up, the players reach for their spells because mundane resources will inevitably fail. The party never tries sneaking anywhere. They drop Pass Without a Trace because doing so is just so much more effective. So on and so forth. My biggest complaint in 5e is just how ubiquitous magic has become in the game. It's the first choice instead of the second or third, simply because the party has so much magic. [/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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