
Lisrath |
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This Problem comes to me when I was trying to create a rogue character: Skills that are against Monster DCs are very hard. This is a matter of all Proficencies so I took it to the genarel discusion.
One Example to start with: Deception is Charisma based and I was thinking about how much Cha I want to have for my elven rouge. Bevore that I had looked at several monsters to understand the ruleset better.
This is what I got: Perception of a 2 lvl monster +7, a 4 lvl Monster +10, 8 lv +18, 18 lvl +28.
Some Math: (character lvl) 2 + (Attribute) 4 + (Proficency) 1 = +7 vs. (2 lvl monster) DC 17 => 50% with maximum stats
18 + 5 + 3 = +26 vs (18 lcl monster) DC 38 => 40% without feat or magic boosts (There are not many such boosts)
For the rogish character this means even with max Charisma she will be weak in the impersonate action or every other decepion action against an opponent of the same lvl.
Curious by this I checked other Skills and the result is that most skills, attackrolls and savingthrows has to be on your best attribute to get an 50% chance with lower Attributes this falls of quickly.
If you are no Dex-character you are very bad at hiding even if you get legendary and deception is mostly usefull for Charismna based Charakters. On the other hand afer a few lvl everyone can use Medicine to stabilise a charakter (fix DC 15)
Fighters are the best martialists and hardly get a 65% to hit most other characters have a 15% or higher critical failure chance, even raising on 2nd Stikes.
These checks that are against enemys seems to be a lot harder than other DCs and if you not concentrate all your resources in them you will be weak even if you concentrate recources these skills seem to be very unrelaiabel. With this character I do not want to sneak in a buildiung because I wont trust her ability to stay hiden even with all my resources put in there.
Durting character creation this kept in my mind and it feels wierd to allocate Skill increases, even by having so much of them I knew that I wont use many of them because the risk of failing is just to high and often to dangerous.
To put it in a nutshell I fell the Attribute bonuses are way to important to the usage of action against enemy DCs and these Skils are very unreliabel what makes them less interesting (35% feint action) or very dangerous (geting caught while scouting alone). The only part where I like this is in savingthrows you have to roll nearly always against the best DC of the caster with your most of the time subotional save. This makes magic users stronger and more reliabel.
I want to add that I feel very undicided by what I see in PF PLaytest overall. There are great advantages but I have the feeling that a lot of them are unused and this is a good thing for a beta test, but on the other hand I see so many holes that I am not sure if this playtest will be enough to fix it. But good luck and best wiches.