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*Dungeons & Dragons
Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="Garthanos" data-source="post: 7642232" data-attributes="member: 82504"><p>bah jinxed myself by thinking 35 made a good impossible and that the expertise is what made it effectively nearly impossible earlier ie contributed about 5 points, it remains beyond the pale for anything but weird circumstances where one might convince your DM into letting you even try followed by a lot of failures and even that, is only reachable to skill monkeys (assuming we even get expertise to enable virtually impossible stunts, which may be entirely "not a rogue" style awesome stunts behind the paywall of being a rogue) instead of a utility which is well defined ahead of time. </p><p></p><p>The kind of stunts do hijinx which basically break the rules of how something is normally done in limited ways so once a scene might be ok or even once every several might be better and having someone waste their turn a lot for the fun of having it work rarely is meh in a game and it is why we use "resources" instead of terrible rolls for long rest and less terrible rolls for short rest abilities. It is why casters use predefined spells and slots or spell points. Instead of getting to do a cool effect which the dm has to analyze the plausibility for on arcana checks which are geared to usually fail or a similar system. You have the foundations for a very ( if used all alone ) un fun magic system using the same idea, congrats.</p><p></p><p>To be clear adding in well defined skill stunts aka utility powers do not have to remove the oh my gosh i have a weird idea lets give it a shot possibility. They remain an option even if you have the more reliable tool ... one could probably allow improvisation with magic without ditching well defined spells too.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7642232, member: 82504"] bah jinxed myself by thinking 35 made a good impossible and that the expertise is what made it effectively nearly impossible earlier ie contributed about 5 points, it remains beyond the pale for anything but weird circumstances where one might convince your DM into letting you even try followed by a lot of failures and even that, is only reachable to skill monkeys (assuming we even get expertise to enable virtually impossible stunts, which may be entirely "not a rogue" style awesome stunts behind the paywall of being a rogue) instead of a utility which is well defined ahead of time. The kind of stunts do hijinx which basically break the rules of how something is normally done in limited ways so once a scene might be ok or even once every several might be better and having someone waste their turn a lot for the fun of having it work rarely is meh in a game and it is why we use "resources" instead of terrible rolls for long rest and less terrible rolls for short rest abilities. It is why casters use predefined spells and slots or spell points. Instead of getting to do a cool effect which the dm has to analyze the plausibility for on arcana checks which are geared to usually fail or a similar system. You have the foundations for a very ( if used all alone ) un fun magic system using the same idea, congrats. To be clear adding in well defined skill stunts aka utility powers do not have to remove the oh my gosh i have a weird idea lets give it a shot possibility. They remain an option even if you have the more reliable tool ... one could probably allow improvisation with magic without ditching well defined spells too. [/QUOTE]
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Tweaking 5E: Your knobs, dials and switches.
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