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General Tabletop Discussion
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Status of skills/tools and expected changes
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<blockquote data-quote="Li Shenron" data-source="post: 6283403" data-attributes="member: 1465"><p>I agree, although I'd use a more gentle word and say it's the <em>limit</em> rather than <em>flaw</em>.</p><p></p><p>I hope the designers are keeping an eye on how many different things are "solved" by granting advantage. They love for the novelty idea is understandable, but it just cannot be too common.</p><p></p><p></p><p></p><p>The "next level" idea had its own reasons, but I don't like it very much either.</p><p></p><p>I would just let the DM handle case by case. I am not positive about a general rule for this, because skills cover truly a diverse range of different actions.</p><p></p><p>In many cases actually, the task won't even present itself again. If it happens in a dungeon (or in the exploration phase in general), there's a very good chance the PCs won't come back to the same place again, or won't find it the same if they do. </p><p></p><p>It's more a theoretical problem than a practical one. Say that the players really tell me they want to go back to last month's dungeon because they left a lock unopened? Fine, I'll let them go and have another chance, but I don't think I really need to bother with a rule that tells me how much time has to pass.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6283403, member: 1465"] I agree, although I'd use a more gentle word and say it's the [I]limit[/I] rather than [I]flaw[/I]. I hope the designers are keeping an eye on how many different things are "solved" by granting advantage. They love for the novelty idea is understandable, but it just cannot be too common. The "next level" idea had its own reasons, but I don't like it very much either. I would just let the DM handle case by case. I am not positive about a general rule for this, because skills cover truly a diverse range of different actions. In many cases actually, the task won't even present itself again. If it happens in a dungeon (or in the exploration phase in general), there's a very good chance the PCs won't come back to the same place again, or won't find it the same if they do. It's more a theoretical problem than a practical one. Say that the players really tell me they want to go back to last month's dungeon because they left a lock unopened? Fine, I'll let them go and have another chance, but I don't think I really need to bother with a rule that tells me how much time has to pass. [/QUOTE]
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