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General Tabletop Discussion
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The Rogue: Are skills enough?
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<blockquote data-quote="pemerton" data-source="post: 6044139" data-attributes="member: 42582"><p>On other threads I've suggested that the rogue should be using skills to help in combat.</p><p></p><p>But there is a bit of a problem for that, namely, the lack of adjudication guidelines.</p><p></p><p>How many rounds should it take for the rogue to use Engineering to pull down the pillars? And when the roof caves in, how much damage do the monsters in the room take?</p><p></p><p>At the moment, the game seems to assume that the GM will adjudicate this based on his/her knowledge of real-world building collapses. I think if the game had page 42-style guidelines, and the rogue player knew how these worked, then we could see more skill-use in combat that was meaningful and effective - the condition list could be used, for instance - without being broken, or being merely an alternative source of mathematical bonuses. Functionally, it would be skills used in the style of "clever uses of magic". </p><p></p><p>GMs would also need encounter-building advice to help them set up situations in which the rogue can do interesting stuff.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6044139, member: 42582"] On other threads I've suggested that the rogue should be using skills to help in combat. But there is a bit of a problem for that, namely, the lack of adjudication guidelines. How many rounds should it take for the rogue to use Engineering to pull down the pillars? And when the roof caves in, how much damage do the monsters in the room take? At the moment, the game seems to assume that the GM will adjudicate this based on his/her knowledge of real-world building collapses. I think if the game had page 42-style guidelines, and the rogue player knew how these worked, then we could see more skill-use in combat that was meaningful and effective - the condition list could be used, for instance - without being broken, or being merely an alternative source of mathematical bonuses. Functionally, it would be skills used in the style of "clever uses of magic". GMs would also need encounter-building advice to help them set up situations in which the rogue can do interesting stuff. [/QUOTE]
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The Rogue: Are skills enough?
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