Showing posts with label Rogue. Show all posts
Showing posts with label Rogue. Show all posts

Wednesday, July 17, 2013

D&D Next: Disappointing Skills and Saving Throws

 One of the things I thought was odd about D&D Next is the ability score-based saving throws. I couldn't quite formulate how I was dissatisfied with it till now though. Ability-based saves feel like they overlap with skills.

Now, this should be a problem in 3.5 and 4e too, right? Somehow it didn't feel like it. And I think it was because things like the 3.5 grease spell called for a balance check rather than a dexterity saving throw. In 4e, someone attacked your reflex defense, so it also didn't seem like much of an overlap.

Conceptually it might not seem like much of an overlap. If you were trying to balance on a wall, you'd roll a dexterity check plus your balance skill. If an evil wizard cast a fireball spell, you'd make a dexterity save. But your tumble skill, useful for things like rolling down a steep incline or running between the giant's legs doesn't help you dodge that fireball.

Friday, July 12, 2013

Roles for exploration and interaction

Last night's game got me really thinking about exploration and interaction roles. I'm running Against the Cult of the Reptile God as my summer D&D fling game, and the party began infiltrating the church.

Now, I'm sure the player of the fighter was just tired, but the party didn't get to much fighting in general last night. So the fighter seemed bored as well as tired. The party's good planning reduced the need for combat dramatically, so people probably only took a swing or two each at enemies before they went down.

But the problem is that with the skill system, the fighter really doesn't have much that he can do outside of combat.