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<blockquote data-quote="AllisterH" data-source="post: 3749825" data-attributes="member: 51325"><p>This though is the point people are trying to design for the "sweet spot".</p><p></p><p>How do I set up a skill check that isn't automatic for the rogue yet at the same time, isn't impossible for the non-skilled character. If you look at the AC and its relation to BAB, you can easily create a monster that has an AC where all melee classes have to roll and be uncertain (beyong the automatic miss and hit of the 1 & 20 respectively) to different extents.</p><p></p><p>Similarly, you can throw a spell or poison at the party and everyone is sweating a little but to different extents. True, in both cases at around 18 and above, this is no longer the case (by this pt in time, you can no longer have a creature which isn't an automatic hit for say a half-orc barbarian who pumped everything into STR yet the halfling paladin is out of luck) but in the vast majority of the levels, YOU CAN.</p><p></p><p>Not so with the skill system as currently used which for many of us, is a problem.</p><p></p><p>Ex: At level 10, design a skill challenge that isn't an automatic success for a skillmonkey yet won't be an impossible challenge for a guy who has it as a cross-class skill or a dabbler (only puts 1 sp/2 levels into the skill) or the guy who didn't sink ANY sp into the skill. Assume all have te same ability modifier.</p><p></p><p>The range is simply too huge (at level 10, a skill monkey could have a +18 to a skill BEFORE ability modifiers....)</p><p></p><p>Contrast this with making for a level 10 challenge a creature with an AC that you don't want to make automatic for a half-orc barbarian and yet the halfling has a fair/decent chance of hitting.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 3749825, member: 51325"] This though is the point people are trying to design for the "sweet spot". How do I set up a skill check that isn't automatic for the rogue yet at the same time, isn't impossible for the non-skilled character. If you look at the AC and its relation to BAB, you can easily create a monster that has an AC where all melee classes have to roll and be uncertain (beyong the automatic miss and hit of the 1 & 20 respectively) to different extents. Similarly, you can throw a spell or poison at the party and everyone is sweating a little but to different extents. True, in both cases at around 18 and above, this is no longer the case (by this pt in time, you can no longer have a creature which isn't an automatic hit for say a half-orc barbarian who pumped everything into STR yet the halfling paladin is out of luck) but in the vast majority of the levels, YOU CAN. Not so with the skill system as currently used which for many of us, is a problem. Ex: At level 10, design a skill challenge that isn't an automatic success for a skillmonkey yet won't be an impossible challenge for a guy who has it as a cross-class skill or a dabbler (only puts 1 sp/2 levels into the skill) or the guy who didn't sink ANY sp into the skill. Assume all have te same ability modifier. The range is simply too huge (at level 10, a skill monkey could have a +18 to a skill BEFORE ability modifiers....) Contrast this with making for a level 10 challenge a creature with an AC that you don't want to make automatic for a half-orc barbarian and yet the halfling has a fair/decent chance of hitting. [/QUOTE]
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