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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Bonus items: An idea
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<blockquote data-quote="ashockney" data-source="post: 605022" data-attributes="member: 1363"><p><strong>Great idea!</strong></p><p></p><p>Wow! What an excellent and elegant idea. </p><p></p><p>This will allow people who are already good at a skill to be more consistently successful (ie, my Rogue with +10 in disable device uses a charge off of his "skill ring" and I now get two d20 rolls against the DC20), vs. giving an item with +10 to disable device on it...which is now going to be used by the Sorcerer or Fighter? This works much better. I could even see combo effects that grant a small bonus to the roll, and two dice. I wouldn't go above 2 d20 rolls, just for simplicity. I think would make for cooler skill items, that aren't as abused (used continuously), and instead might be used on whatever skill is critical, and only when it is really needed.</p><p></p><p>As has been said, I echo the concern with the ease of obtaining +10 or +30 skill bonuses from spells and items. This practice is demeaning to Rogues, and the other skill-advantaged classes, in general. They also don't fit well with the concept of low level balance. Additionally, these huge bonuses are easily abused at higher levels through min/max'ing things like Hide in Plain Sight, and having a skill bonus item which makes it impossible for anyone to spot you (of reasonably equivalent CR), without their own skill item to counter yours. That's no good. I think skill bonuses from magic items and spells should probably max out around +5, and if you want to make them more powerful, then make them either "one-shot" or "the bonus applies to a range of skills".</p></blockquote><p></p>
[QUOTE="ashockney, post: 605022, member: 1363"] [b]Great idea![/b] Wow! What an excellent and elegant idea. This will allow people who are already good at a skill to be more consistently successful (ie, my Rogue with +10 in disable device uses a charge off of his "skill ring" and I now get two d20 rolls against the DC20), vs. giving an item with +10 to disable device on it...which is now going to be used by the Sorcerer or Fighter? This works much better. I could even see combo effects that grant a small bonus to the roll, and two dice. I wouldn't go above 2 d20 rolls, just for simplicity. I think would make for cooler skill items, that aren't as abused (used continuously), and instead might be used on whatever skill is critical, and only when it is really needed. As has been said, I echo the concern with the ease of obtaining +10 or +30 skill bonuses from spells and items. This practice is demeaning to Rogues, and the other skill-advantaged classes, in general. They also don't fit well with the concept of low level balance. Additionally, these huge bonuses are easily abused at higher levels through min/max'ing things like Hide in Plain Sight, and having a skill bonus item which makes it impossible for anyone to spot you (of reasonably equivalent CR), without their own skill item to counter yours. That's no good. I think skill bonuses from magic items and spells should probably max out around +5, and if you want to make them more powerful, then make them either "one-shot" or "the bonus applies to a range of skills". [/QUOTE]
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Skill Bonus items: An idea
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