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Why all the ritual hate?
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<blockquote data-quote="I'm A Banana" data-source="post: 5088929" data-attributes="member: 2067"><p>I'd actually kind of debate that. What if the party doesn't have anyone with Thievery trained? IMO, Knock should be <em>just as good as</em> thievery. Maybe even a little better, since Thievery is a very diverse skill, and Knock is a very specific ability.</p><p></p><p>I think that's part of why roles are a useful concept to employ here. Knock and thievery are two different ways of accomplishing the same goal (getting rid of an obstacle), just as the Fighter and the Paladin are. In my terms above, they're "Solvers," they remove barriers to accomplishing your party's goal. There should be one character in each party accomplishing this. In the proposed system above, it would be a Wizard. Maybe Knock is effective because it opens things at a range and triggers traps so that the PC's don't need to get close. Maybe Open Lock is more situational, for when the Wizard isn't around and the thief wants to try anyway, when they're far from the main party down a corridor somewhere. The thief isn't meant to open doors, by and large, the Wizard is. </p><p></p><p>Of course, the Wizard isn't meant to scout ahead. They don't have reliable divination, they can't predict the future, they're not actually there. Scry is iffy, chancy, and error-prone, like sending in the thief to open the door. Of course, now it's the thief's time to shine. The thief blends into the shadows seamlessly, and silently walks ahead, peering into the darkness with vision augmented by elite training by the best burglars in the dark warrens of the city. He can see what is going on better than the wizard from his vantage point in the shadows, and, better than that, his knowledge of criminal syndicate structure points out the leader of this band of goblins, the one they're all paying tribute to. </p><p></p><p>In Roles-speak, Wizards might have a little "Scout" in them, while Thieves might have a little "Solver" in them, but that is not the role they are meant to fill. </p><p></p><p>You could also flip it so that Scry is effective and spying isn't and Thievery is effective and Knock isn't, but the point is to have everyone in the party contribute something.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5088929, member: 2067"] I'd actually kind of debate that. What if the party doesn't have anyone with Thievery trained? IMO, Knock should be [I]just as good as[/I] thievery. Maybe even a little better, since Thievery is a very diverse skill, and Knock is a very specific ability. I think that's part of why roles are a useful concept to employ here. Knock and thievery are two different ways of accomplishing the same goal (getting rid of an obstacle), just as the Fighter and the Paladin are. In my terms above, they're "Solvers," they remove barriers to accomplishing your party's goal. There should be one character in each party accomplishing this. In the proposed system above, it would be a Wizard. Maybe Knock is effective because it opens things at a range and triggers traps so that the PC's don't need to get close. Maybe Open Lock is more situational, for when the Wizard isn't around and the thief wants to try anyway, when they're far from the main party down a corridor somewhere. The thief isn't meant to open doors, by and large, the Wizard is. Of course, the Wizard isn't meant to scout ahead. They don't have reliable divination, they can't predict the future, they're not actually there. Scry is iffy, chancy, and error-prone, like sending in the thief to open the door. Of course, now it's the thief's time to shine. The thief blends into the shadows seamlessly, and silently walks ahead, peering into the darkness with vision augmented by elite training by the best burglars in the dark warrens of the city. He can see what is going on better than the wizard from his vantage point in the shadows, and, better than that, his knowledge of criminal syndicate structure points out the leader of this band of goblins, the one they're all paying tribute to. In Roles-speak, Wizards might have a little "Scout" in them, while Thieves might have a little "Solver" in them, but that is not the role they are meant to fill. You could also flip it so that Scry is effective and spying isn't and Thievery is effective and Knock isn't, but the point is to have everyone in the party contribute something. [/QUOTE]
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