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Handpicked
07-15-2012, 01:49 PM
I feel like concentration should apply when you are trying to use a lever or open a door and some archer is pinging you from across the room. If you can cast a spell while something is throwing rocks at your head why can't you open a door or press a button? Or change clothes... or recall for that matter.

I know the first instinct is to yell that it would unbalance things, but that is actually not true. Its not a feat, its a skill. So those skill points have to come from somewhere.

Morlen
07-15-2012, 01:54 PM
I never thought of that before... but I approve. ^_^

Granted, the inability to open a door when surrounded by a group of mobs is one of the few defenses against a straight zerg so it probably won't happen. Heh.

Phidius
07-15-2012, 02:05 PM
/signed to pretty much any request to make a variety of skills more useful/valuable.

Handpicked
07-15-2012, 02:06 PM
I never thought of that before... but I approve. ^_^

Granted, the inability to open a door when surrounded by a group of mobs is one of the few defenses against a straight zerg so it probably won't happen. Heh.

Thats a good point.

I think the dungeon alert already covers zerging for the most part, but since that seems to be another source of frustration maybe Turbine can kill too birds with one stone. Implement concentration to be applied to anything that uses that progress bar; levers, switches, tomes, arnor... and add a new feature to RED level dungeon alerts; "Lockdown".

While the Dungeon Alert is red doors autoshut. The doors to rooms open again when either the dungeon alert drops to yellow (I say yellow and not orange because going from red to orange and back again could result in opening and closing door loops) OR if the enemies in the room you are in are killed the door to that room opens ala 8-bit Legend of Zelda... lol

Actually, I know people are going to hate any additions to dungeon alert. So probably not... but man, I hate being at a lever and getting hit by whoknowswhat from whoknowswhere.

Fefnir_2011
07-15-2012, 02:19 PM
Concentration should apply to anything that requires concentrating, like opening a door or holding your ground against a monster.

I should be able to make a strength check to break down locked doors.

Sense Motive should be a real skill, along with Knowledge (religion) and the like. They would give you a bonus to bluff/diplo/intim checks as a static, and open up more options and give more bonuses on a sucessful skill check.

I should be able to bull rush enemies too.


You and the defender make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.

If you beat the defender’s Strength check result, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.)

If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

My Warforged Fighter also feels like he'd be better at this and should get racial/class enhancements to this over, say, a halfling rogue.

EDIT: And take 20 should be a real thing. And not just for skills, but for certain things like casting Knock.


When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.

Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.

Galeria
07-15-2012, 02:38 PM
/signed. It makes sense.

VorpalLaugh
07-15-2012, 03:00 PM
/signed
This is how it work in PnP.