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What Should D&D 2024 Have Been +
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<blockquote data-quote="ezo" data-source="post: 9356502" data-attributes="member: 7037866"><p>Yep! Should be goal #1.</p><p></p><p></p><p>Yep (#2)! A +10 to Stealth, in addition to other benefits (no tracks, virtually, unlimited targets, long duration) is, frankly, insane. When you consider most creatures have a passive Perception of 10, it makes you (and others) virtually undetectable.</p><p></p><p></p><p>Yep (#3)!</p><p></p><p></p><p>Need I say it again? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Totally. IMO a martial PC at twice the level a caster needs to be to cast a spells should have a reasonable chance of defeating it. For example, <em>arcane lock</em> is 2nd level, so a wizard must be 3rd level to cast it; therefore a rogue of 6th level (twice 3rd) should be able to disable the lock.</p><p></p><p>At 6th level, a rogue with Expertise in thieves' tools and DEX 20 would be +11 to disable a DC 25 (15 + 10 for arcane lock) lock would need a 14 or better, so 35% chance. Not bad, really, but many DMs would rule a failure means no further attempts, so why the PC shouldn't be automatically able to disarm it, the chances should be better IMO.</p><p></p><p>Now, if <em>arcane lock</em> imposed disadvantage instead, then magic such as <em>enchance ability</em> would effectively cancel the penalty. Regardless, the expert lock-picker above would have about a 72% chance of by-passing the magically-enhanced lock (with disadvantage) at DC 15 (not 25). A non-expert, say at +7, would have a 42% chance or so, compared to the 65% they would normally have vs. a DC 15 lock. So, the spell (as disadvantage) would decrease the thief's chances by over 20%.</p><p></p><p>Not to bad for a 2nd-level spell that lasts indefinitely otherwise...</p><p></p><p>Spells like <em>pass without trace</em> and <em>arcane lock</em> with +10 bumps are too strong IMO.</p><p></p><p></p><p>Or overcome those spells the Rangers and Druids might use...</p><p></p><p></p><p>Again, a spell like <em>enhance ability</em> is a great example. Such a spell can remove the Stealth disadvantage for heavy armor, or help others without proficiency or decent Dex scores. It only affects one PC as a 2nd-level spell, but is a bit harsh to require concentration IMO.</p><p></p><p>As for group checks, a group only need half successes to succeed as a group. This is a way where the expert Rogue or skilled Ranger, Bard, etc. <em>CAN</em> help the clumsy or inept party member. The theory is the group succeeds because those who excel help those to might faulter.</p><p></p><p></p><p>One final YEP!</p></blockquote><p></p>
[QUOTE="ezo, post: 9356502, member: 7037866"] Yep! Should be goal #1. Yep (#2)! A +10 to Stealth, in addition to other benefits (no tracks, virtually, unlimited targets, long duration) is, frankly, insane. When you consider most creatures have a passive Perception of 10, it makes you (and others) virtually undetectable. Yep (#3)! Need I say it again? ;) Totally. IMO a martial PC at twice the level a caster needs to be to cast a spells should have a reasonable chance of defeating it. For example, [I]arcane lock[/I] is 2nd level, so a wizard must be 3rd level to cast it; therefore a rogue of 6th level (twice 3rd) should be able to disable the lock. At 6th level, a rogue with Expertise in thieves' tools and DEX 20 would be +11 to disable a DC 25 (15 + 10 for arcane lock) lock would need a 14 or better, so 35% chance. Not bad, really, but many DMs would rule a failure means no further attempts, so why the PC shouldn't be automatically able to disarm it, the chances should be better IMO. Now, if [I]arcane lock[/I] imposed disadvantage instead, then magic such as [I]enchance ability[/I] would effectively cancel the penalty. Regardless, the expert lock-picker above would have about a 72% chance of by-passing the magically-enhanced lock (with disadvantage) at DC 15 (not 25). A non-expert, say at +7, would have a 42% chance or so, compared to the 65% they would normally have vs. a DC 15 lock. So, the spell (as disadvantage) would decrease the thief's chances by over 20%. Not to bad for a 2nd-level spell that lasts indefinitely otherwise... Spells like [I]pass without trace[/I] and [I]arcane lock[/I] with +10 bumps are too strong IMO. Or overcome those spells the Rangers and Druids might use... Again, a spell like [I]enhance ability[/I] is a great example. Such a spell can remove the Stealth disadvantage for heavy armor, or help others without proficiency or decent Dex scores. It only affects one PC as a 2nd-level spell, but is a bit harsh to require concentration IMO. As for group checks, a group only need half successes to succeed as a group. This is a way where the expert Rogue or skilled Ranger, Bard, etc. [I]CAN[/I] help the clumsy or inept party member. The theory is the group succeeds because those who excel help those to might faulter. One final YEP! [/QUOTE]
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