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2007-07-13, 12:41 AM (ISO 8601)
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- Jul 2005
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- Iowa, United States
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Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
In the Core rules, we have a number of ways to boost skill checks. In addition to synergy bonuses, we have feats like Agile and Athletic, as well as the Skill Focus series. These all stack, meaning that a character with the right feat selection can become highly, highly effective at certain tasks.
Some specialized builds -- like the diplomancer Bard -- are powerful to the point that they can break a campaign if left unchecked. On the other hand, we have the Truenamer, whose insanely high Truespeak DCs (15 + twice target's CR) force him to invest in multiple skill feats just to stay competitive.
So, let's say that we rule that synergy bonuses do not stack, and that all skill feats give competence bonuses (and thus, also do not stack). How would this affect the game? How badly would we need to tweak DCs to keep things balanced? Is this preferable to the current system?
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2007-07-13, 12:48 AM (ISO 8601)
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- May 2007
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- Las Vegas, NV
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Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
Not preferable.
Rather than try to re-build the system I'd simply rule the 2 or 3 problem skills differently. Only diplomacy is really a serious problem. And you can judge your way around that one. I don't see any problems with anythign else.Custom Avatar By: "The Chilli God"
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2007-07-13, 01:03 AM (ISO 8601)
- Join Date
- Apr 2006
- Location
- Illinois
Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
Skill feats are already unpopular except in specialized cases like the Diplomancer. Changing them to competence bonuses means that they become completely worthless, as magic items offer considerably higher competence bonuses and are a smaller investment than an entire feat.
Merlin the Tuna
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2007-07-13, 01:08 AM (ISO 8601)
- Join Date
- Feb 2007
Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
Diplomacy is gibberish as written. With the Giant's version, or The Alexandrian's, which derives from it, breaking the world doesn't follow from the Diplomancer build.
Skill feats are already not popular, it seems to me. Why hurt them more?
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2007-07-13, 02:36 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
diplomacy can be made less broken (but not fixed) by adding the targets hitdice to the listed DCs. Not perfect, but workable.
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2007-07-13, 04:48 AM (ISO 8601)
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- May 2007
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- Melbourne, Australia
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Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
The trouble with the Diplomancer in the Giant's variant is he can convince an enemy to accept this deal:
"You stop fighting us, and we come over there and CDG you. In return, you get nothing"
Deal evaluation: Horrible (+10 DC)
Relationship modifier: Enemy or worse (+5 and up to DC)
Enemy HD for appropriate encounter roughly = 1.5*Bard's HD
Enemy wis bonus: Variable, no more than +20 (extreme)
So for a worst-case CR20+ encounter for the Diplomancer 20, DC= 40+20+10+10=80.
Diplomancers can easily get a +80 modifier with a few dips and checks. Even allowing for the enemy roll at maximum (100), the record builds are +220ish. No problem, no need to roll. So it still breaks all encounters with thinking beings.Ralien, my elf soulknife, by Magioth.
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2007-07-13, 05:13 AM (ISO 8601)
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- Jan 2007
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- Helsinki, Finland
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Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
That's just because there's so many Diplomacy-boosting things in the game. PHB Diplomacy can be broken using only the PHB, by the third or fourth level.
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2007-07-14, 09:55 AM (ISO 8601)
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- Feb 2006
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- Kanagawa, Japan
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Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
In my estimation, the easiest way to deal with this is by limiting what can be done by Skill Ranks. That way, bonuses are good for opposed rolls, but truly outrageous feats of Diplomacy/Bluff/etc.. are limited by Level.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-07-14, 10:17 AM (ISO 8601)
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- Feb 2007
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- Boston
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Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
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2007-07-14, 10:37 AM (ISO 8601)
- Join Date
- Mar 2007
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2007-07-14, 10:43 AM (ISO 8601)
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- Jan 2007
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- Helsinki, Finland
- Gender
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2007-07-14, 10:59 AM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Michigan, USA
- Gender
Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
I've handled this topic by taking a page from Star Wars D20 where skill synergy is GM discretion. Name dropping powerful lords (Know: Royalty/Nobility) doesnt help when negotiating with trolls to waive the toll for a mountain path.
Aside from using Burlew's variant (which works for me), it also takes a minute to make the Diplomacy check ... alot can happen in that minute.Da Dominion: blog of belly laffs and a GM (Gamer Media) podcast. Sharp Humor for a Dull World.
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2007-07-15, 05:43 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Tweaking D&D: Synergy, Skill Feats, and Competence Bonuses
In the D20 A Game of Thrones Diplomacy just inflluences and works pretty nicely.
The variant changeling rogue gets Social Intuition and can take 10 on Diplomacy checks.Last edited by CASTLEMIKE; 2007-07-15 at 05:46 AM.