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General Tabletop Discussion
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Some thoughts on skills.
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<blockquote data-quote="ph0rk" data-source="post: 8910041" data-attributes="member: 16266"><p>I don't mean this in an antagonizing way, but this is the line of thinking that leads to DC creep.</p><p></p><p>Some problems have instant solutions - look at spells. Teleport, Wall of Force, Fly/Levitate, Spider Climb, even Tenser's Floating Disk. Knock.</p><p></p><p>Why can't characters build towards skill-based instant solutions to some problems? If you want a harder problem, don't use a locked door or climbable wall - but also non-casters should feel like they have ways to contribute (so don't make the only simple solution a casting of Dispel Magic, either).</p><p></p><p>A rogue who chooses to build for it can have a <em>minimum</em> thieve's tools check of 23 at level 11. The absolutely minimum they can possible roll. With a little assistance they should be able to walk through any locked door they find, short of <em>The Inpenetrable Vault of MacGuffin</em> - in which case they may need to try a few times, assuming nothing happens with a failed check, and/or ask for help, guidance, inspiration, etc.</p><p></p><p>But a regular door? Even a strong door? They've made a rogue and used one of their expertise doses on lockpicking - they want to be table to pick every lock. Why should all locks in the universe grow more difficult to counterbalance this one PC?</p></blockquote><p></p>
[QUOTE="ph0rk, post: 8910041, member: 16266"] I don't mean this in an antagonizing way, but this is the line of thinking that leads to DC creep. Some problems have instant solutions - look at spells. Teleport, Wall of Force, Fly/Levitate, Spider Climb, even Tenser's Floating Disk. Knock. Why can't characters build towards skill-based instant solutions to some problems? If you want a harder problem, don't use a locked door or climbable wall - but also non-casters should feel like they have ways to contribute (so don't make the only simple solution a casting of Dispel Magic, either). A rogue who chooses to build for it can have a [I]minimum[/I] thieve's tools check of 23 at level 11. The absolutely minimum they can possible roll. With a little assistance they should be able to walk through any locked door they find, short of [I]The Inpenetrable Vault of MacGuffin[/I] - in which case they may need to try a few times, assuming nothing happens with a failed check, and/or ask for help, guidance, inspiration, etc. But a regular door? Even a strong door? They've made a rogue and used one of their expertise doses on lockpicking - they want to be table to pick every lock. Why should all locks in the universe grow more difficult to counterbalance this one PC? [/QUOTE]
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