Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Untrained/trained Skills....Noooo!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Remathilis" data-source="post: 3807044" data-attributes="member: 7635"><p>Not I. In fact, it makes me WANT to use skills more often since everyone has a chance of making those rolls. Often times, unless the PCs had no choice, if a task involved a skill they were untrained in (and a real penalty for failure) they'd skip it and send someone (if any) who had ranks in it because they KNEW they'd fail but the guy who had ranks would most likely succeed. However, if EVERYONE has some ability to make easy DCs as they advance in level, it opens up the entire party to the challenge, not just rewarding the one PC who put ranks in it (He's rewarded by the fact he's practically guaranteed success via die bonus, talent or re-roll). </p><p></p><p>Example: The Four Iconics are chasing an imp through an ancient dungeon to recover a magical item needed. The imp flies across a chasm filled with burning lava. Hanging over the chasm is 3 iron discs suspended from chains on the ceiling. To cross, each PC must make a DC 15 jump check (with enough room for a Running start) and a DC 10 balance check when they land (to not send the iron disc gyrating and fall in). </p><p></p><p>In 3.X, only the rogue has invested in jump and balance (at 5th level, lets say she has +8 ranks, +1 str/+3 dex, +2 synergy, and +2 for being a halfling, so +13 jump and +15 balance total.) She can make those jumps if she "doesn't roll a one" on the die and cannot fail the balance. The fighter has ranks in jump (+8, +3 str, -5 armor = +6 total) but nothing in balance (+1 dex, -5 armor = -4) so he needs to make four rolls over 11 and four over 14 to pursue. He's staying behind. The cleric (+2 str, +0 Dex, -5 armor = -3 jump/-5 balance) is even worse off. He'll play cards with the fighter. The wizard (+0 str, +2 dex = +0 jump +2 balance) is very screwed as well, unless she has<em> fly</em> memorized then why even bother with the pendulums? </p><p></p><p>So you have a hazard/encounter that one PC aces easily, two have practically no chance of success with, and one can either ace or fail depending on her spell selection. The pendulums might as well be an iron wall for two or three of those players, since they are now out of the action.</p><p></p><p>IN SAGA: Same party, same imp, same DCs. The Rogue has (5 train + 2 level + 1 str/3 dex + some re-roll for being a halfling) equals jump +8, acrobatics +10. She has to roll a above a 7 and then a 1. Not bad, but not guaranteed. The fighter (5 train in jump +2 level +3 str/+2 dex -5 armor*) has a +5 jump and -1 acrobatics. He has to roll better than 10 on each dice, which is easier than his 3.x colleague has it. The Clerc still is screwed (+2 str/+0 dex, +2 level, -5 armor = jump -1, acrobatics -3) but he could do it with action points or some skill-boosting magic. The wizard (+0 str/+2 dex, +2 level = +2 jump, +4 acrobatics) has a decent chance roll better than a 13 and 6, respectively. (and she'll probably have some manner of movement magic on tap thanks to the new magic system, but I digress).</p><p></p><p>In this scenario, the PCs are a little more likely to try to the maneuver and pursue. They are even MORE likely to do so if the cleric and fighter doff their heavy armor. What is a roadblock in 3.x is a feasible challenge in saga/4e. The same can be applied to falling overboard on a high-sea encounter (swim), following a goblin warg-rider on horseback (ride), trying to avoid sleepy guard (stealth), or actually having a chance to avoid an ambush from a group of assassins (perception). Even if the bonus isn't all that high, the fact it allows them to attempt them rather than setting the DC so low the rogue isn't challenged or so high that the fighter, cleric and wizard can't succeed.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3807044, member: 7635"] Not I. In fact, it makes me WANT to use skills more often since everyone has a chance of making those rolls. Often times, unless the PCs had no choice, if a task involved a skill they were untrained in (and a real penalty for failure) they'd skip it and send someone (if any) who had ranks in it because they KNEW they'd fail but the guy who had ranks would most likely succeed. However, if EVERYONE has some ability to make easy DCs as they advance in level, it opens up the entire party to the challenge, not just rewarding the one PC who put ranks in it (He's rewarded by the fact he's practically guaranteed success via die bonus, talent or re-roll). Example: The Four Iconics are chasing an imp through an ancient dungeon to recover a magical item needed. The imp flies across a chasm filled with burning lava. Hanging over the chasm is 3 iron discs suspended from chains on the ceiling. To cross, each PC must make a DC 15 jump check (with enough room for a Running start) and a DC 10 balance check when they land (to not send the iron disc gyrating and fall in). In 3.X, only the rogue has invested in jump and balance (at 5th level, lets say she has +8 ranks, +1 str/+3 dex, +2 synergy, and +2 for being a halfling, so +13 jump and +15 balance total.) She can make those jumps if she "doesn't roll a one" on the die and cannot fail the balance. The fighter has ranks in jump (+8, +3 str, -5 armor = +6 total) but nothing in balance (+1 dex, -5 armor = -4) so he needs to make four rolls over 11 and four over 14 to pursue. He's staying behind. The cleric (+2 str, +0 Dex, -5 armor = -3 jump/-5 balance) is even worse off. He'll play cards with the fighter. The wizard (+0 str, +2 dex = +0 jump +2 balance) is very screwed as well, unless she has[I] fly[/I] memorized then why even bother with the pendulums? So you have a hazard/encounter that one PC aces easily, two have practically no chance of success with, and one can either ace or fail depending on her spell selection. The pendulums might as well be an iron wall for two or three of those players, since they are now out of the action. IN SAGA: Same party, same imp, same DCs. The Rogue has (5 train + 2 level + 1 str/3 dex + some re-roll for being a halfling) equals jump +8, acrobatics +10. She has to roll a above a 7 and then a 1. Not bad, but not guaranteed. The fighter (5 train in jump +2 level +3 str/+2 dex -5 armor*) has a +5 jump and -1 acrobatics. He has to roll better than 10 on each dice, which is easier than his 3.x colleague has it. The Clerc still is screwed (+2 str/+0 dex, +2 level, -5 armor = jump -1, acrobatics -3) but he could do it with action points or some skill-boosting magic. The wizard (+0 str/+2 dex, +2 level = +2 jump, +4 acrobatics) has a decent chance roll better than a 13 and 6, respectively. (and she'll probably have some manner of movement magic on tap thanks to the new magic system, but I digress). In this scenario, the PCs are a little more likely to try to the maneuver and pursue. They are even MORE likely to do so if the cleric and fighter doff their heavy armor. What is a roadblock in 3.x is a feasible challenge in saga/4e. The same can be applied to falling overboard on a high-sea encounter (swim), following a goblin warg-rider on horseback (ride), trying to avoid sleepy guard (stealth), or actually having a chance to avoid an ambush from a group of assassins (perception). Even if the bonus isn't all that high, the fact it allows them to attempt them rather than setting the DC so low the rogue isn't challenged or so high that the fighter, cleric and wizard can't succeed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Untrained/trained Skills....Noooo!
Top