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What if Expertise were a simple +2?
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<blockquote data-quote="Chaosmancer" data-source="post: 7507653" data-attributes="member: 6801228"><p>Completely true, but those Drow are already proficient. Expertise only nets them a total of +7. I mean, it helps, but needing to roll a 17 to match the rogue's minimum result is still pretty crap. </p><p></p><p>And what about non-opposed stuff. A Lord betrays the party and locks them up. Rogue Sleight of Hand expertise handles lockpicking and hiding the lockpicks. Min result 23 means that not only did they hide there lockpicks, but the cell they are locked in and manacles they are bound with might as well be wide open. Unless they were forged by mastercraft-dwarves and enchanted. After all, manacles and locks are a DC 15 check to lockpick, DC 20 covers incredibly well made locks. I need a 25 to make sure the rogue needs to roll a 12, and should that local lord really have access to that quality of lock? </p><p></p><p></p><p></p><p></p><p>I think I know them fairly well. </p><p></p><p>I can't imagine you would be very satisfied if you devoted resources to finding traps and I narrated "Okay, you guys enter the hallway. Saelorn you find three traps, a spiked pit, a flamethrower, and a guillotine. You disarm them all and before you waits the golden doors of the Pit Lord. After Saelorn unlocks the door and removes the poison needle in the handle you see..."</p><p></p><p>Sure, you succeeded and were important in that scene. But, actually, you didn't do anything. You just sat there and listened to me say things, you made no decisions and made no checks. Sure, I could pad it out with you asking "Do I see any traps?" and have you follow with "I disarm the traps". Maybe you'll forget to ask "is the door trapped" but your passive is above a twenty so that's unreasonable since the spot DC would be below that. And if you asked, then you find and disarm it. </p><p></p><p>I don't find that very exciting. The game still works but... I don't like easy mode very often.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7507653, member: 6801228"] Completely true, but those Drow are already proficient. Expertise only nets them a total of +7. I mean, it helps, but needing to roll a 17 to match the rogue's minimum result is still pretty crap. And what about non-opposed stuff. A Lord betrays the party and locks them up. Rogue Sleight of Hand expertise handles lockpicking and hiding the lockpicks. Min result 23 means that not only did they hide there lockpicks, but the cell they are locked in and manacles they are bound with might as well be wide open. Unless they were forged by mastercraft-dwarves and enchanted. After all, manacles and locks are a DC 15 check to lockpick, DC 20 covers incredibly well made locks. I need a 25 to make sure the rogue needs to roll a 12, and should that local lord really have access to that quality of lock? I think I know them fairly well. I can't imagine you would be very satisfied if you devoted resources to finding traps and I narrated "Okay, you guys enter the hallway. Saelorn you find three traps, a spiked pit, a flamethrower, and a guillotine. You disarm them all and before you waits the golden doors of the Pit Lord. After Saelorn unlocks the door and removes the poison needle in the handle you see..." Sure, you succeeded and were important in that scene. But, actually, you didn't do anything. You just sat there and listened to me say things, you made no decisions and made no checks. Sure, I could pad it out with you asking "Do I see any traps?" and have you follow with "I disarm the traps". Maybe you'll forget to ask "is the door trapped" but your passive is above a twenty so that's unreasonable since the spot DC would be below that. And if you asked, then you find and disarm it. I don't find that very exciting. The game still works but... I don't like easy mode very often. [/QUOTE]
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What if Expertise were a simple +2?
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