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Community
General Tabletop Discussion
*Dungeons & Dragons
The Rogue: Are skills enough?
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<blockquote data-quote="I'm A Banana" data-source="post: 6043794" data-attributes="member: 2067"><p>With regards to using skills in combat...I feel like it's the same basic problem of the fighter pre-Expertise Dice. "Skill check, skill check, skill check" is only marginally more interesting than "attack, attack, attack." Interesting and engaging options are generally good things. </p><p></p><p></p><p>As for skills outside of combat...</p><p>[sblock]</p><p>Skills are the melee basic attacks of the non-combat world. A +10 bonus on a skill ensures success, but it doesn't make it interesting.</p><p></p><p>Remember the first 5e fighter? It was a machine -- damage and accuracy scads above any other character on the field. </p><p></p><p>But people didn't like it. Not because it wasn't powerful, but because there wasn't enough <em>variety</em>. It wasn't interesting enough. It didn't have enough "options." It was all "attack, attack, attack." Unless, of course, the DM paved the way for remarkable experimentation. </p><p></p><p>Skills are the same kind of thing. A +10 bonus on a skill makes you a monster at that skill, but it's still just "skill check, skill check, skill check" to handle any challenge that isn't part of combat. Unless, of course, the DM paves the way for more experimentation.</p><p></p><p>So that part of the game needs to be more interesting, needs to have more variety, needs to be a place where the rogue can choose options.</p><p></p><p>Y'know how a fighter chooses to parry or cleave or whatever? A rogue should be choosing to stealth or bluff or climb or whatever.</p><p></p><p>That requires more codified exploration and interaction rules.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6043794, member: 2067"] With regards to using skills in combat...I feel like it's the same basic problem of the fighter pre-Expertise Dice. "Skill check, skill check, skill check" is only marginally more interesting than "attack, attack, attack." Interesting and engaging options are generally good things. As for skills outside of combat... [sblock] Skills are the melee basic attacks of the non-combat world. A +10 bonus on a skill ensures success, but it doesn't make it interesting. Remember the first 5e fighter? It was a machine -- damage and accuracy scads above any other character on the field. But people didn't like it. Not because it wasn't powerful, but because there wasn't enough [I]variety[/I]. It wasn't interesting enough. It didn't have enough "options." It was all "attack, attack, attack." Unless, of course, the DM paved the way for remarkable experimentation. Skills are the same kind of thing. A +10 bonus on a skill makes you a monster at that skill, but it's still just "skill check, skill check, skill check" to handle any challenge that isn't part of combat. Unless, of course, the DM paves the way for more experimentation. So that part of the game needs to be more interesting, needs to have more variety, needs to be a place where the rogue can choose options. Y'know how a fighter chooses to parry or cleave or whatever? A rogue should be choosing to stealth or bluff or climb or whatever. That requires more codified exploration and interaction rules. [/sblock] [/QUOTE]
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