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10 months ago ::
Aug 08, 2012 - 2:33AM
#211
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Date Joined:
Aug 11, 2006
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I hate what they're doing with rogues and skills. This is a terrible solution to the problem and does nothing to address the fact that the 20 Wisdom cleric will still be better at finding traps than the rogue.
I'm looking at the rogue (right now actually) and I'm not seeing where this Wis stuff is coming in? There are no stats tied to the skills so why are whining about something that isn't there?
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10 months ago ::
Aug 08, 2012 - 2:51AM
#212
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Date Joined:
Feb 12, 2009
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I hate what they're doing with rogues and skills. This is a terrible solution to the problem and does nothing to address the fact that the 20 Wisdom cleric will still be better at finding traps than the rogue.
trained only done. possibly allowing the untrained to assist
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10 months ago ::
Aug 08, 2012 - 2:11PM
#213
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The solution to skills is straightforward, different races, classes and background are better at different skills. The skill training uses the best of stacked die mechanic of 2d20 and mastery is a 3d20 mechanic, one only need to compensate the recommended DC table knowingly, that if a check needs training use a DC15, if a check needs mastery uses DC18 (assumes base ability is 10 but it could be 8). Go higher on DC if you want to use ability and training, or stay lower than 15 if you want to only use ability.
The issue with wanting to put a modifier on training is they are afraid of modifier blowout, but the stacked die mechanic does not blowout. This recent change to use best of training and abiliity is even worse because one substitutes for another, the whole point of having hard tasks was that they required both training and ability. Thus the DC table increases difficulty assuming no training no ability < training or ability < training and ability, not a new idea as that is a quote directly from 4e manuals (unless of course the mantra for 5e is its specifically not 4e....) Training should replace ability for moderate or easy tasks, but not for hard tasks, and impossible tasks should require ability.
Like 4e these skills can be trained outside race, class and background by opting into the skill feats open to everyone as there is an opportunity cost to feats. And of course if feats are an optional module not in core, then the DM has decided he prefers the opportunity costs in not using feats that he does not want class or out of class specialization.
The DM using DMG suggestions decides which is the base ability for the skill being used that is appropriate for the situation, maybe they decide sneaking up a ladder requires stealth, but they make it a strength check as it is a rope instead of a ladder, or a dexterity check because it is a rickity ladder, or they need to have int or wisdom to be smart or wise about being sneaky since climbing the ladder is not the issue, but in all cases the rogue gets a die bump for being sneaky.
The cleric is not trained in stealth so their raw ability will need to be relied upon to get them up the ladder, if they want to be a sneaky cleric then opt into a sneaky feat at the expense of taking healing, mace or shield feats they need to be better at their class.
The stacked die for training works - I am already using it in 4e without even modifying the DC tables. It has the 'downside' that ability cannot substitute for training and vice versa when it comes to hard or impossible tasks, they simply are not interchangeable, they are simply just different. Personally that 'downside' to me is a desirable compromise.
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10 months ago ::
Aug 08, 2012 - 2:46PM
#214
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I hate what they're doing with rogues and skills. This is a terrible solution to the problem and does nothing to address the fact that the 20 Wisdom cleric will still be better at finding traps than the rogue.
trained only done. possibly allowing the untrained to assist
I appreciate how clean the trained-only solution is. But it may not work. It means, most adventurers must fall into pits because it is impossible for them to notice the covering of a pit.
I still think the solution is, Wisdom is an important ability for a Rogue to have. In fact, “quick-thinking”, “observant”, “shrewd”, “accurate”, “precise”, “detailed” - it seems like Wisdom could be the primary ability of the Rogue archetype, even more important than the agility of Dexterity.
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10 months ago ::
Aug 08, 2012 - 2:52PM
#215
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Date Joined:
Jan 10, 2012
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The whole skills are liked to classes which are linked to attributes is one of those sacred cows i think that needs slaughtered. There's no reason why a mage can't learn to sneak, or a fighter can't learn history. It's just an arbitary strangle hold on concepts like class level limits in AD&D, and remember how happy everyone was when we got rid of those.
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10 months ago ::
Aug 08, 2012 - 3:08PM
#216
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Date Joined:
May 18, 2002
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Class Skills were allegedly declared dead some time ago. So long as backgrounds aren't class-locked for some arbitrary reason, class skills will likely remain dead.
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10 months ago ::
Aug 08, 2012 - 4:26PM
#217
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The whole skills are liked to classes which are linked to attributes is one of those sacred cows i think that needs slaughtered. There's no reason why a mage can't learn to sneak, or a fighter can't learn history. It's just an arbitary strangle hold on concepts like class level limits in AD&D, and remember how happy everyone was when we got rid of those.
That particular 'cow' of skills linked to classes is not a 4e restriction, quoting directly from the manual
" Feat: Skill Training You gain training [+5 modifier] in one skill, which doesn't need to be on your class skills list. You can take this feat more than once. Each time you select this feat choose a different skill.
Feat:Skill Focus Choose a skill in which you have training. You gain a +3 feat bonus to the chosen skill. You can take this feat more than once. Each time you select this feat choose a different skill. "
The manual even suggests choosing your subset of allowed class skills based on your roleplay background, so 5e backgrounds is just adding it to the mechanics that was already suggested in the text.
All that class skill training meant in 4e is you get a 'free' skill training feat at lvl0, an advantage but not one that can't be easily overcome with your very first feat selection in lvl0. Yes it means opportunity cost of losing out on toughness or something more useful, but that is what D&D chargen is about! This is an improvement from 3.5e where training was more class restricted.
Indeed your max STR ability fighter can also be smart at history, if they spend their first two feats on History skill even with +0 modifier on INT, they can have a +8 modifier on History exceeding the skill of a Wizard who did not study History despite being maxed INT, but the Wizard of History will always be superior to them both.
What they tried to fix in 5e is that is a +8 modifier blows out their bounded system, but in doing so they broke the inherent flexibility of chargen that already existed in 4e.
If you go with the die stacking idea I proposed that is equivalent odds to +8 modifier for easy moderate tasks. Die stacking diminishing returns though means if you need to roll a DC20 with both feats (best of 3d20) without ability your odds are slightly worse than 3/20 to get it, better than not being trained but much worse odds than the 4e modifier which meant you only need to roll a 12 with ~8/20 odds. But that is a good thing in a bounded system, you have to have diminishing returns to implement one.
By decoupling skills from particular abilities and only suggesting the skills to use, you leave it up to the DM to decide which ability modifier to use, which means you do not necessarily need class skill ability alignment to excel. But if you stack the die you also prevent the min/maxer who aligned class skill ability with a friendly DM from blowing out your system balance.
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10 months ago ::
Aug 08, 2012 - 5:54PM
#218
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Date Joined:
Jun 28, 2006
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I'm looking at the rogue (right now actually) and I'm not seeing where this Wis stuff is coming in? There are no stats tied to the skills so why are whining about something that isn't there?
Wisdom is used for perception checks, including checks to notice traps. See the DM Guidelines playtest packet.
I hate what they're doing with rogues and skills. This is a terrible solution to the problem and does nothing to address the fact that the 20 Wisdom cleric will still be better at finding traps than the rogue.
trained only done. possibly allowing the untrained to assist
That only solves the problem for that one skil (and it's not that great of a solution). There are many other issues like it. Clerics will usually better at survival than Rangers. Fighters will usually be better climbers than Rogues. Etc. You can't make every skill trained only.
The problem is that skill training just doesn't do enough. They need to make the bonus from skill training +5 instead of +3. That way, the only time you'll see a cleric be better at finding traps than a rogue is if the Cleric has a 20 Wisdom and the Rogue has an 8. In such an extreme case, I can see that happening.
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10 months ago ::
Aug 09, 2012 - 9:53AM
#219
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Date Joined:
Jan 29, 2005
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What I would rather see is perception be split into near and far distances. Something like Search and Awareness. Search is primarily Int, although I could see Dex if a tactile search is being done. Awareness would be for anti-surprise and noticing items of interest in your surroundings.
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10 months ago ::
Aug 09, 2012 - 11:07AM
#220
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Date Joined:
Feb 12, 2009
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make trained only a check specific thing. Like as a way to make a check more difficult give it a trained only heading.
Or
Make it so that there are two DCs for some things. A high DC for those untrained (everyone has a chance to see the trip wire it's just hard to see) and a more managable DC for those that are trained (It's easier to see the trip wire if your also a trapsmith and know where you would put traps). so like DC 20 for the untrained, and DC 17 for those that are trained.
That same thing can also be represented in another way. Make some checks have the trained keyword/descriptor. Anyone can attempt to make this check, but those not trained in the skill take a negative to their checks. Possibly making the trained descriptor have something to denote the negative that the untrained would take to the check like trained 1 meaning that any untrained checks take a -1 to their roll.
I mean this second one kinda seems useless though considering that the training itself is supposed to emulate this difference.
I personally don't see a problem with a cleric with a wis of 16 and training with traps being as good as a rogue with a wis of 8 and training with traps. Especially when skill mastery comes in and makes the rogue have a minimum roll of 16, minimum 10 for the roll, 3 from training, 3 from the newly suggested rogue feature) where the cleric can have at minimum an 8 for the check, 2 from the die, 3 from training, 3 from ability score (1 being an automatic fail I believe). I think that maybe the rogue feature bonus should go up as the rogue gains levels just to keep him advancing and keeping up with that cleric getting his points to put into wisdom. I mean while it is a classical trope for the rogue to be good with traps they don't need to be the only ones.
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