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Couple of house rules I would like some critique on pls
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<blockquote data-quote="Blue" data-source="post: 6891472" data-attributes="member: 20564"><p>I'm not sure I get this, let me restate to see if I do. You are creating a third class of skills, which you get disadvantage on. Proficient skills stay the same, but there will be another list of "class skills" that are the current untrained, and anything not on those lists go to this new disadvantage category.</p><p></p><p>I should have said a fourth class of skills, since we actually do already have three. Skill-monkey classes get expertise, double proficiency.</p><p></p><p>I understand wanting a larger range, but 5e is more about bounded accuracy where ranges aren't super huge. It allows more level range in whomever you are dealing with. Just because the big bad is 10th and your 6th, you still have a chance to notice him sneaking in the shadows. So this goes hand-in-hand with the bounded accuracy design philosophy.</p><p></p><p>Your plan has an affect on every monster and NPC and that may boost a bunch of PC skills up much higher then expected if it goes against a resisted roll (like insight vs. bluff).</p><p></p><p>As a side not, the term "class skills" is a bit old fashioned. The idea that your class defines what you can do well has been superseded in 5e - yes, your class shows some of what you can do, but also your background has a large affect on it and your race to some degree as well.</p><p></p><p></p><p></p><p>This would be a tremendous unbelievably buff for casters. Many spells are not meant to stack, or if they are it's because you have several supporting casters all using their concentration the same way. Also multiple debuffs that working together can shut down very powerful foes.</p><p></p><p>I'm not sure where comes the idea that it's bolted on - it's been in the Next playtest since early on.</p><p></p><p>Your failure chance will somewhat offset it for clerics, rangers, paladins, valor bards - the classes that have melee based features and do rely on armor, without reducing the others at all.</p><p></p><p>If you really want to, add in a feat to allow you to spend reaction to have a second concentration slot for the round. Then there's a trade off (feat and no reaction) for close to doubling the effect a caster can have on an encounter.</p></blockquote><p></p>
[QUOTE="Blue, post: 6891472, member: 20564"] I'm not sure I get this, let me restate to see if I do. You are creating a third class of skills, which you get disadvantage on. Proficient skills stay the same, but there will be another list of "class skills" that are the current untrained, and anything not on those lists go to this new disadvantage category. I should have said a fourth class of skills, since we actually do already have three. Skill-monkey classes get expertise, double proficiency. I understand wanting a larger range, but 5e is more about bounded accuracy where ranges aren't super huge. It allows more level range in whomever you are dealing with. Just because the big bad is 10th and your 6th, you still have a chance to notice him sneaking in the shadows. So this goes hand-in-hand with the bounded accuracy design philosophy. Your plan has an affect on every monster and NPC and that may boost a bunch of PC skills up much higher then expected if it goes against a resisted roll (like insight vs. bluff). As a side not, the term "class skills" is a bit old fashioned. The idea that your class defines what you can do well has been superseded in 5e - yes, your class shows some of what you can do, but also your background has a large affect on it and your race to some degree as well. This would be a tremendous unbelievably buff for casters. Many spells are not meant to stack, or if they are it's because you have several supporting casters all using their concentration the same way. Also multiple debuffs that working together can shut down very powerful foes. I'm not sure where comes the idea that it's bolted on - it's been in the Next playtest since early on. Your failure chance will somewhat offset it for clerics, rangers, paladins, valor bards - the classes that have melee based features and do rely on armor, without reducing the others at all. If you really want to, add in a feat to allow you to spend reaction to have a second concentration slot for the round. Then there's a trade off (feat and no reaction) for close to doubling the effect a caster can have on an encounter. [/QUOTE]
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Community
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Couple of house rules I would like some critique on pls
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