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<blockquote data-quote="I'm A Banana" data-source="post: 6300848" data-attributes="member: 2067"><p>I'm coming at this from a more practical, in-play standpoint. An ability you don't use at least 1/session is mental baggage (gotta keep it in mind for when it comes up on that rare occasion!), inefficient use of space (this line on my character sheet that I never really read), and lacks the capacity to be character-defining (since we don't usually see your character doing that). It could wind up being an ability you NEVER use. It's not worth considering as on-par with more frequently used abilities. It's kind of empty and pointless, since it just sits there doing nothing much of the time, and it's a hassle when it comes up because it's not used often enough for people to get familiar with how it works. </p><p></p><p>There's a big gulf between "use all the time" (like an attack roll, forex) and "use at least 1/session," and I don't count "making you have largely pointless abilities" as a value-added element of the class system. It's the old tiger repellant scheme: if you don't ever actually have to use it, there's no real value in it. </p><p></p><p>Which isn't to say that rogues shouldn't be good trapfiders, it's just that this element of rogues might be better as a specific application of a more general skill. </p><p></p><p></p><p></p><p>I specifically had in mind effects like sudden changes in weather or venomous patches of unknown plants or hillsides in rain that would give way with a bit of pressure. The general danger sense of a rogue would mean they get chance to detect and a bonus to avoid being affected by those hidden dangers -- a rogue just has this sense of what might be a risky gambit.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6300848, member: 2067"] I'm coming at this from a more practical, in-play standpoint. An ability you don't use at least 1/session is mental baggage (gotta keep it in mind for when it comes up on that rare occasion!), inefficient use of space (this line on my character sheet that I never really read), and lacks the capacity to be character-defining (since we don't usually see your character doing that). It could wind up being an ability you NEVER use. It's not worth considering as on-par with more frequently used abilities. It's kind of empty and pointless, since it just sits there doing nothing much of the time, and it's a hassle when it comes up because it's not used often enough for people to get familiar with how it works. There's a big gulf between "use all the time" (like an attack roll, forex) and "use at least 1/session," and I don't count "making you have largely pointless abilities" as a value-added element of the class system. It's the old tiger repellant scheme: if you don't ever actually have to use it, there's no real value in it. Which isn't to say that rogues shouldn't be good trapfiders, it's just that this element of rogues might be better as a specific application of a more general skill. I specifically had in mind effects like sudden changes in weather or venomous patches of unknown plants or hillsides in rain that would give way with a bit of pressure. The general danger sense of a rogue would mean they get chance to detect and a bonus to avoid being affected by those hidden dangers -- a rogue just has this sense of what might be a risky gambit. [/QUOTE]
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