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7 months ago  ::  Oct 31, 2012 - 2:26PM #11
NicolBolas
Date Joined: Apr 21, 2007
Posts: 109

I would probably house rule that you can only use 1 die/check if it became a problem. It says in the DMG that you should only force players to roll if the result is random or hard to calculate through logic. Having an ability that removes all the tension from the die rolling means you shouldn't make them roll at all.



This seems like another one of those obvious problems that will get fixed in the next big update.

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7 months ago  ::  Oct 31, 2012 - 2:47PM #12
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497

Oct 31, 2012 -- 1:15PM, Gwathir wrote:

The current Skill Mastery pretty much breaks the whole point behind bounded accuracy.

So does Iron Will, Great Fortitude and Lightning Reflexes... anytime you get caught doing a save out of combat, obviously you will add all your expertise dice, therefore +11 to str/con saves as a 10th level fighter with great fortitude and 16 con... its too high.




I would agree to this, but I don't think this will be a huge issue because you would have to choose one of these over another maneuver. There's plenty of people on these forums saying "Drop IW, GF, and LR because no one will ever take them". With this, it makes it seem much more like a problem on paper, less in practice.

My two copper.



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7 months ago  ::  Oct 31, 2012 - 4:10PM #13
moes1980
Date Joined: Aug 26, 2007
Posts: 331

Oct 31, 2012 -- 2:47PM, Jenks wrote:

Oct 31, 2012 -- 1:15PM, Gwathir wrote:

The current Skill Mastery pretty much breaks the whole point behind bounded accuracy.

So does Iron Will, Great Fortitude and Lightning Reflexes... anytime you get caught doing a save out of combat, obviously you will add all your expertise dice, therefore +11 to str/con saves as a 10th level fighter with great fortitude and 16 con... its too high.




I would agree to this, but I don't think this will be a huge issue because you would have to choose one of these over another maneuver. There's plenty of people on these forums saying "Drop IW, GF, and LR because no one will ever take them". With this, it makes it seem much more like a problem on paper, less in practice.





I agree with this. Lets say a level 10 fighter is fighting a dragon. The dragon breaths acid on him, so the fighter dumps all 3d10 dice into his save, and so he makes the save easy. Now he rushes in to attack with two attacks. He likely will hit once, but now he has no expertise dice for extra damage, he just does regular weapon damage.

Or switch it around, fighter charges in first, hits and spends expertise dice. He does say, a d12+3d10+6. Pretty good hit! Dragons turn, dragon breaths acid, uh oh, fighter needs to make a reflex save based off a 13 (+1) dex vs DC 16 with no specialty dice to spend. Now its the fighters turn to hurt....Or, you could spread your dice around, maybe saving one of those d10s for later for your saving thorw or parry, and using only two d10 to for extra damage.

With rogues, it is some what similar when in combat. The real issue is using skill mastery when you are out of combat, for traps or open locks. It says in the dm packit, typical lock is dc 16, elaborate lock is dc 19, and dwarven lock is dc 22.  Given this,  level one rogue would have +3 for training, +3 from dex, for a plus 6 total. That gives him a 50 percent chach to pick typical lock before adding a 1d4 (5-20 percent bonus) specialty die. The dwarven lock would require a roll of 16 or only a 20 percent chance, before adding in a single d4.

At 10th level, the rogue could max out their skill at +8, probably have +5 from mod, for a total of +13. This is an 85 percent success against typical lock and roll of 9, or, 45 percent chance to pick dwarven lock before adding in the specialtie dice. Rolling a d10 gives you any where from a +5 percent to +50 percent bonus. Rolling all three and taking the best d10 means you probably get a 40 percent bonus, giving something like an 85 percent chanch to pick the dwarven lock. 

So, at high levels, most skills will be trivial. Maybe they should just re-word skill master to limite your use of specilaty dice to one die. Then, you would usually get a 25 percent bonus instead of a 85 percent bonus at 10th level. That gives you a 70 percent chanch to pick a dwarven lock at level ten, on average, instead of 85 percent. 

Of course, a 10th leve rouge having near automatic success for even the most difficult of tasks is nothing new for the game. I remember having an 8th level rogue in 3.x that routinly rolled between 29-31 for move sliently and hide. In older editions where theif skills were percntile based, by 9th level, you had 80-90 percent success on almost all skills. In 4th ed, since most standard dcs were quite low compaired to the skill bonus, it was also easy to pass skills (for example open lock at level one would likely have a +5 mod, plus another +5 for being trained. So, you had +10 to your rolls and most lock dcs would be 13-15. So, you only needed to roll betwen 3 or 5 on a d20, for a 85-75 percent chanch of succes, or, 50 percent chance of success against a dc 20 lock, and this is at level one. Since everything in forth 4th ed scaled with level, those numbers would hold pretty consistantly.)

So, rogues being awsome at their skills at high level is not anything new and because of this, I have a feelign it works pretty well (yeah, it eventually makes wizards knock spell obsoleate but he can memorize other things). 


Now that I think about it, in playing DnD basic, Adnd 2nd, 3.0 and 3.x, and 4th ed, every edition rogues got to a point of near auto success at high level, and it never broke the game. Every class, by level 10, seemed to have a nich in which they were totally awsome. The thing to keep in mind is that 10th level is very powerful, so we should expect the classes to be able to do very powerful things. I think if anything, we could just limit the use of skill mastery to one die but I would like to play test high level play before I can know for sure which way to go. 

 

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7 months ago  ::  Oct 31, 2012 - 4:11PM #14
Orzel
Date Joined: Aug 22, 2007
Posts: 3,235
Well at level 10 a rogue has +5 Max from ability score and +5 from level.

So base a 10th level rogue is rolling +4-+10 to a skill. Best case is d20+10. This results in a roll 10-30. Fair enough for a level 10 character.

Now Skill Mastery grants a rogue 3 chances to roll 1-10 an add the best to the roll. I think this averages to 7.5. So now a rogue can roll from 17-38 on a skill roll. Now is this okay?

Skill mastery works fine at lower levels when the dice are small but wonks at later levels.

Orzel suggestion. Rogue expertise dice never increases past 1d6 but they get more of them.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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7 months ago  ::  Oct 31, 2012 - 4:23PM #15
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,393
Zard signs off on Orzel suggestion. If they need identical ED for fighters and rogues 5d6 at levle 10 seems about the same as 3d10.
Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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7 months ago  ::  Oct 31, 2012 - 4:40PM #16
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
DC does not go up with level. it is a stationary thing.
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7 months ago  ::  Oct 31, 2012 - 5:08PM #17
Orzel
Date Joined: Aug 22, 2007
Posts: 3,235
@NightsLastHero

That is the issue. The Ability Mod + Skill Mod barely stays in bounded accuracy. A Dex 20 rogue rolls d20+13 before Skill Mastery vs  DCs of 25 as the maximum.

Quite frankly the level based bonus and the maneuver  bonus are redundant.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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7 months ago  ::  Oct 31, 2012 - 6:59PM #18
Hanzo187
Date Joined: May 19, 2007
Posts: 670
What's been in my mind, and I think others from what I saw, was skills, at least partly. I said in another thread there's too many, but Skill Mastery is beyond broken to me. I honestly think it would better for rogues to have advantage on all trained skills when they're not in combat. I think that would simplify things and demonstrate how the rogue gets the upper hand with skills, but it has an element of realism, too. Easier to pick a lock when you can focus than during a ruckus.

I'm not keen on maneuvers because I think it's fighter domain, but if it's kept, there should offensive maneuvers and defensive ones. Offensive maneuvers might involve some sort of debuff in exchange for X number of Sneak Attack dice, or longer range for Sneak Attack (if WotC does the 30 ft. thing), or increasing Sneak Attack by one die size. Something like that I'd suggest making the defensive maneuvers as methods of making Sneak Attack easier, like getting advantage on a missed OA, or maintaining advantage until your next turn with a crit, or what have you. Just anything to make them seem more opportunistic and manipulative.

After that, a static +1 bonus every three levels to something would be nice. I was thinking Dex saves, AC vs. OA's, an OA attack bonus, just something that's helpful but can't be used too often.
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7 months ago  ::  Nov 01, 2012 - 9:20AM #19
Gwathir
Date Joined: Feb 9, 2012
Posts: 530
How about these alternatives?


Skill Mastery:


When you make a check of which one of your trained skills applies, and you roll 9 or less. You can spend expertise dice to change the result to 10.


 


Skill Mastery:


When you make a check of which one of your trained skills applies, and you dislike the result, you can spend expertise dice to re-roll but must accept the second result.

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7 months ago  ::  Nov 01, 2012 - 1:31PM #20
moes1980
Date Joined: Aug 26, 2007
Posts: 331

Oct 31, 2012 -- 5:08PM, Orzel wrote:

@NightsLastHero That is the issue. The Ability Mod + Skill Mod barely stays in bounded accuracy. A Dex 20 rogue rolls d20+13 before Skill Mastery vs DCs of 25 as the maximum. Quite frankly the level based bonus and the maneuver bonus are redundant.





Of course, one thing to keep in mind is that if the rogue puts all his skill bonus from level into one skill, the he will be awesome with that one skill but all other skills will still be the same level as they were at level one. 

If I put all my ranks in stealth to be awesome at stealth, then my pick locks would something like a +8 (+5 fromdex and +3 from skill bonus). In this case, the tenth level rogue has a slim (30 percent chanch) chance to pick the dwarves lock without skill mastery and the expertise dice. So, basically, awesome in one skill means you suck at all your other seven.

Conversly, a rogue could spread his bonuses out evenly as he levels. This would set each skill at a +4 by level eight, with two points left over for level 10. So, at tenth level 10 6 skill are only one point better than they were at level one, and two skills would be two points better than the we're at level one. So some skills will be a total of plus 9 and others +10 (this assuming all skills are going off of a 20 ability mod wich most likely the wont. Not all 8 skills are going to be dex based, but whatever). So, for dc 22 we have 35 percent success for 6 skills and 40 percent success for two skills without Skill mastery. Throw in skill master and you get 42 and 48 percent for a dc 22 at level ten. 

This sounds pretty good to me. You have a choice of  about 85 percent success with one skill and 37 percent for all other skills for dc 22 at level 10, or chose to get a spread of 42-48 for your all your skills for a dc 22 at level 10, or something in between. So, I think the skill mastery works just fine.


EDIT: not all your skills would be minimum at level ten. I forgot you cwould have two points left over to add to other skills. But still, the point is, most of r other skills will stink if you put all your points into one skill. 

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