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*Pathfinder & Starfinder
Trap-disabler Wanted: Optimized halflings need only apply?
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<blockquote data-quote="Saeviomagy" data-source="post: 4311029" data-attributes="member: 5890"><p>There's not really a system for a single-skill skill challenge. Skill challenges are supposedly intended to involve the entire party in circumventing an obstacle and make use of a variety of skills, not just to make one person roll repeatedly while everyone else watches. Further, the skill challenge mechanics invalidate much of the thievery mechanics.</p><p></p><p>It would seem, therefore, that the use of skill challenges in these places are stupid. An examination of the other features (ie - do 35 points of damage to the control panel requiring 11+ attack rolls instead of spending at least 4 rounds making 22+ thievery checks, and totally failing as soon as you miss 2 rolls) seems to suggest that ANYTHING is better than using thievery to disable a trap.</p><p></p><p>So - I'd suggest that those 'skill challenges' are just replaced with single thievery skill rolls at the appropriate DC. That way your thief has a 50% chance of disabling the trap in a single round and a 25% chance of triggering it. Furthermore he could choose to simply delay it's triggering by 1 round, and have zero chance of triggering it (and a 75% chance of success). Bashing it will take a couple of rounds to destroy it in any case.</p><p></p><p></p><p>On another note:</p><p>Skill challenges are busted. Not the DCs, the basic rules for them. X successes before Y failures is far too swingy to be useable across any range of values. Changing the DC can help somewhat, but breaks the system in other ways. There are other threads on this forum that include vast amounts of maths proving this. I'm not a member, so I can't search for them, but they're there.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4311029, member: 5890"] There's not really a system for a single-skill skill challenge. Skill challenges are supposedly intended to involve the entire party in circumventing an obstacle and make use of a variety of skills, not just to make one person roll repeatedly while everyone else watches. Further, the skill challenge mechanics invalidate much of the thievery mechanics. It would seem, therefore, that the use of skill challenges in these places are stupid. An examination of the other features (ie - do 35 points of damage to the control panel requiring 11+ attack rolls instead of spending at least 4 rounds making 22+ thievery checks, and totally failing as soon as you miss 2 rolls) seems to suggest that ANYTHING is better than using thievery to disable a trap. So - I'd suggest that those 'skill challenges' are just replaced with single thievery skill rolls at the appropriate DC. That way your thief has a 50% chance of disabling the trap in a single round and a 25% chance of triggering it. Furthermore he could choose to simply delay it's triggering by 1 round, and have zero chance of triggering it (and a 75% chance of success). Bashing it will take a couple of rounds to destroy it in any case. On another note: Skill challenges are busted. Not the DCs, the basic rules for them. X successes before Y failures is far too swingy to be useable across any range of values. Changing the DC can help somewhat, but breaks the system in other ways. There are other threads on this forum that include vast amounts of maths proving this. I'm not a member, so I can't search for them, but they're there. [/QUOTE]
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Trap-disabler Wanted: Optimized halflings need only apply?
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