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D&D 5E Player Flavour, Skills, & Money Sinks

TornadoCreator

First Post
I've been thinking about the bad points of 5e...

There are three big flaws with the system, and I think there's a simple way to fix all three.

1. Player characters are all the same. You have the same attributes by point buy, you have the same proficiencies, you have the same equipment, you have the same class features.... so where's the character flavour?

2. There are no skills anymore. You have proficiency or you don't. That's it, so no fine tuning your character to give them that extra flair; hell there's not even any feats (not really, the few feats that do exist are bare bones at best and you have to give up the attribute increase).

3. With no magic item economy, the players are easily finding themselves with literally thousands of gold and having little of tangible GAMEPLAY reward to spend it on. Sure they could buy a keep in the mountains but that's flavour, not tangible gameplay bonus. Even if they do buy magic items, there's FAR less magic items.... which would be fine if every damn character didn't get magic, and loads of it. Rangers and Bards get far more magic now, and Rogues and Fighters both have an arcane spellcaster archetype; so making magic items rare and difficult to source makes no sense now.

So... here's my house rule. Tell me what you think.

Characters need DOUBLE the XP stated in the book in order to level up, and all player characters start at 2nd level. The idea behind this is simple; player characters need to stay at lower levels for longer. Characters who gain proficiency in weapons no longer gain them in the same way. If your class grants you 'Martial Weapon Proficiency' or 'Simple Weapon Proficiency', you get to choose ONE weapon in that category that you are proficient with. This means fighters will have to carefully decide what weapons they have trained with... and it makes racial proficiencies more important and thematic.

During gameplay you can spend 250gp to learn a new tool proficiency or language, this takes approximately 6 months of in game time to achieve. This is already in the main rules in the PHB, I intend to expand on this.

If you wish, you can use this same method to train in the use of a weapon, armour, skill, save, or spell. You gain proficiency in that weapon, armour, skill, save; or learn that spell. If you don't have spell slots, you cannot learn the spell as you would be unable to cast it... so in effect you're limited to cantrips for none spellcasting classes (nb. Eldritch Blast cannot be taught, attempts to do so always result in the students confusion... those that finally understand and learn the spell find they have inadvertently made a pact and must level up next level as a Warlock, such is the dangers of trying to harness raw magic). Learning spells does mean sourcing either a wizard willing to teach you, or a scroll containing the spell. This means spells above third level will likely be far more expensive than the 250gp needed for basic training, and spells of 7th level and higher will cost as much to gain tutorage in as buying a small castle. Wizards are not quick to trade away their most potent magic.

You can speed up this learning process, halving the time to learn to only 3 months, but you must be in seclusion and doing nothing but studying. Learning over 6 months can be done while travelling and living a normal sedentary lifestyle. All learning requires either a tutor, or access to resources, such as a library.

If you already have proficiency, you can still train. Doing so costs the same amount, 250gp and 6 or 3 months game time depending; at the end of which you gain Expertise (as the Rogue class feature), in your chosen tool, skill, or weapon; granting you double your proficiency bonus when using this tool/skill/weapon.

If you already have Expertice in a tool, skill, weapon etc. you can train further and gain Mastery in your choed field. This last stage of training costs 1000gp and takes a minimum of a year (GM discretion), to master; it may even require an adventure in it's own right. Going to a long forgotten ancient library to gain mastery in History, finding a magical portal and travelling to the Feywilds to study first hand for mastery of arcana, travelling to the most inhospitable part of the natural environment and living off nothing but the land for months for mastery of Nature etc...

In the case of skills and tools, gaining mastery in them gives you TRIPLE your proficiency score; while with weapons training you get to add your proficiency score to your damage (as well as the double proficiency to hit from expertise), making mastery of a weapon especially potent. Mastery of combat spells is in theory possible, though there's no real recorded examples of someone having managed such a thing.

This change gives players a way to "level up" there characters without actually leveling up and the time frame means players have to actively show in gameplay or state during downtime that they're taking this extra training. This will also allow for lower level characters to specialise more, and for well complimentary teams to take down things of higher than normal CR which will naturally feel awesome.

So what do people think? Interesting house rule or not?
 

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DEFCON 1

Legend
Supporter
So what do people think? Interesting house rule or not?

Presuming someone finds all three of your initial points to be true... then sure, the house rule could be interesting.

However, for those people who don't agree with some or any of your three initial points, the house rule obviously is unnecessary, as they are trying to fix something the person doesn't feel is a problem.
 
Last edited:

DEFCON 1

Legend
Supporter
Speaking personally... the main issue I'd have with the house rule is that I don't find the need or desire to extend the lifespan of a PC to the point where I'd want their story to have 3 to 6 month breaks all the time to accomplish all the training. At that point, it feels more like trying to roleplay a character's entire life story, as opposed to a specific campaign story. No longer are we following one or more concurrent plotlines, we're instead showing snapshots of a character's life where something interesting happened... in and around the yearlong breaks when the PC didn't do anything.

For some people, that might be interesting. Wouldn't be my speed however. Especially considering there would be no guarantee that all characters in the party would be able to keep their downtime on the same cycle to allow them to actually go out adventuring together during the free points where they could.
 

TornadoCreator

First Post
Speaking personally... the main issue I'd have with the house rule is that I don't find the need or desire to extend the lifespan of a PC to the point where I'd want their story to have 3 to 6 month breaks all the time to accomplish all the training. At that point, it feels more like trying to roleplay a character's entire life story, as opposed to a specific campaign story. No longer are we following one or more concurrent plotlines, we're instead showing snapshots of a character's life where something interesting happened... in and around the yearlong breaks when the PC didn't do anything.

For some people, that might be interesting. Wouldn't be my speed however. Especially considering there would be no guarantee that all characters in the party would be able to keep their downtime on the same cycle to allow them to actually go out adventuring together during the free points where they could.

That's why I'd expect players to be training while they adventure. Sure they're 4 months into training, but there's an important quest to do... maybe they can roleplay this during the quest. The rogue looking to learn arcana to better prepare for arcane traps can be seen reading books on arcane theory during camp, while the fighter training to gain proficiency in glaives so he can use the magic +1 Glaive he found last adventure can be seen doing martial kata training every morning before breakfast.

This can easily be used as an excuse for roleplaying. Especially in places like Faerûn in Forgotten Realms where traveling from Arabel to Suzail takes 2 days, and they're both cities within Cormyr. Travelling from Waterdeep to Thay would take weeks, maybe months; and would likely require a stop off in many different cities. So a simple quest from a Noble of Waterdeep to track down his daughter who was kidnapped and sold into slavery to a passing Red Wizard... that could easily span many months.

Really it's a case of YMMV. If your campaigns take place all in a few days, that's cool and obviously this wouldn't work. My campaigns however always took place over a few years. It especially used to bother me that someone could leave as a level 1 character and spend 3 weeks slaughtering monsters and come back as a level 15 character that could best any of the city guard (who've been city guard for years) without breaking a sweat, AND they have enough treasure that their wealth rivals the local Duke... it just seems a bit too instant to me.
 

the Jester

Legend
There are three big flaws with the system, and I think there's a simple way to fix all three.

1. Player characters are all the same. You have the same attributes by point buy, you have the same proficiencies, you have the same equipment, you have the same class features.... so where's the character flavour?

Back in the 1e days, all fighters were far more the same, and yet characters still had flavor. If having effectively 20ish races (counting subraces), 40ish classes (counting subclasses), etc. isn't enough... try rolling stats. Or buying different equipment.

This isn't a problem in my game; even two members of the same class and race (and subclass, for that matter) play very differently. Pc flavor doesn't come from what's on your character sheet, it comes from roleplaying.

2. There are no skills anymore. You have proficiency or you don't. That's it, so no fine tuning your character to give them that extra flair; hell there's not even any feats (not really, the few feats that do exist are bare bones at best and you have to give up the attribute increase).

First, there are absolutely both skills and feats in MY PH. Maybe yours is missing a few chapters?

Just because you don't like the implementation of something doesn't mean that it isn't there.

3. With no magic item economy, the players are easily finding themselves with literally thousands of gold and having little of tangible GAMEPLAY reward to spend it on. Sure they could buy a keep in the mountains but that's flavour, not tangible gameplay bonus. Even if they do buy magic items, there's FAR less magic items.... which would be fine if every damn character didn't get magic, and loads of it. Rangers and Bards get far more magic now, and Rogues and Fighters both have an arcane spellcaster archetype; so making magic items rare and difficult to source makes no sense now.

Sure it does. "The secrets of making magic items are lost." BOOM, done! It makes sense. As for the pcs having an abundance of treasure- well, give out less. Or accept that sometimes, flavor is the best thing to spend your money on.

In last night's session, one pc spent about 500 gp on a safe for his valuables; another gave all his money to a poor family with many adopted orphans; another spent his on modifying his crossbow so that it sounds a musical note when fired.

I think everything you're talking about is a playstyle, not rules, issue. (Well, several, really.)

Characters need DOUBLE the XP stated in the book in order to level up, and all player characters start at 2nd level. The idea behind this is simple; player characters need to stay at lower levels for longer. Characters who gain proficiency in weapons no longer gain them in the same way. If your class grants you 'Martial Weapon Proficiency' or 'Simple Weapon Proficiency', you get to choose ONE weapon in that category that you are proficient with. This means fighters will have to carefully decide what weapons they have trained with... and it makes racial proficiencies more important and thematic.

During gameplay you can spend 250gp to learn a new tool proficiency or language, this takes approximately 6 months of in game time to achieve. This is already in the main rules in the PHB, I intend to expand on this.

If you wish, you can use this same method to train in the use of a weapon, armour, skill, save, or spell. You gain proficiency in that weapon, armour, skill, save; or learn that spell. If you don't have spell slots, you cannot learn the spell as you would be unable to cast it... so in effect you're limited to cantrips for none spellcasting classes (nb. Eldritch Blast cannot be taught, attempts to do so always result in the students confusion... those that finally understand and learn the spell find they have inadvertently made a pact and must level up next level as a Warlock, such is the dangers of trying to harness raw magic). Learning spells does mean sourcing either a wizard willing to teach you, or a scroll containing the spell. This means spells above third level will likely be far more expensive than the 250gp needed for basic training, and spells of 7th level and higher will cost as much to gain tutorage in as buying a small castle. Wizards are not quick to trade away their most potent magic.

You can speed up this learning process, halving the time to learn to only 3 months, but you must be in seclusion and doing nothing but studying. Learning over 6 months can be done while travelling and living a normal sedentary lifestyle. All learning requires either a tutor, or access to resources, such as a library.

If you already have proficiency, you can still train. Doing so costs the same amount, 250gp and 6 or 3 months game time depending; at the end of which you gain Expertise (as the Rogue class feature), in your chosen tool, skill, or weapon; granting you double your proficiency bonus when using this tool/skill/weapon.

If you already have Expertice in a tool, skill, weapon etc. you can train further and gain Mastery in your choed field. This last stage of training costs 1000gp and takes a minimum of a year (GM discretion), to master; it may even require an adventure in it's own right. Going to a long forgotten ancient library to gain mastery in History, finding a magical portal and travelling to the Feywilds to study first hand for mastery of arcana, travelling to the most inhospitable part of the natural environment and living off nothing but the land for months for mastery of Nature etc...

In the case of skills and tools, gaining mastery in them gives you TRIPLE your proficiency score; while with weapons training you get to add your proficiency score to your damage (as well as the double proficiency to hit from expertise), making mastery of a weapon especially potent. Mastery of combat spells is in theory possible, though there's no real recorded examples of someone having managed such a thing.

Holy cow broken looking.

I'm okay with the "train for proficiency" thing. Anything beyond that and you've lost me. Going up to triple proficiency bonus absolutely breaks the hugest part of 5e's balance- bounded accuracy. Sorry, I think it's a terrible idea. Also, training to gain expertise really smacks both the rogue and the bard in the face. And training for cantrips? It does the same thing with regards to spellcasters.

This change gives players a way to "level up" there characters without actually leveling up and the time frame means players have to actively show in gameplay or state during downtime that they're taking this extra training. This will also allow for lower level characters to specialise more, and for well complimentary teams to take down things of higher than normal CR which will naturally feel awesome.

I think training for proficiency is fine. Anything beyond that... not so much. I don't think "leveling up without leveling up" is a good idea. However, my perspective is firmly grounded in my preferred playstyle, so your idea might be fine in the right kind of game- one whose preferred style was closer to 3e or 4e. As always, play what you enjoy!
 

the Jester

Legend
Speaking personally... the main issue I'd have with the house rule is that I don't find the need or desire to extend the lifespan of a PC to the point where I'd want their story to have 3 to 6 month breaks all the time to accomplish all the training. At that point, it feels more like trying to roleplay a character's entire life story, as opposed to a specific campaign story. No longer are we following one or more concurrent plotlines, we're instead showing snapshots of a character's life where something interesting happened... in and around the yearlong breaks when the PC didn't do anything.

Interestingly, this is the one part of TornadoCreator's idea that I really do like. I'm a huge fan of downtime and the passage of weeks or months or even years. I like to see how the pcs actions help the milieu evolve.
 

DEFCON 1

Legend
Supporter
Interestingly, this is the one part of TornadoCreator's idea that I really do like. I'm a huge fan of downtime and the passage of weeks or months or even years. I like to see how the pcs actions help the milieu evolve.

Yup. As you said above, it all comes down to playstyle. I'm very much from the AP / storytelling school where continuing plot has a much more prominent place in the campaign and it's rare for characters to have the luxury of large amounts of downtime. For the sandboxy type of game where characters go out on a quest, finish it, then return home to spend their gains... breaks of weeks/months/years are probably expected and thus those kinds of rules listed above would be useful. Not just my speed though, unfortunately.
 

Fighters are masters of combat. First, every character now already has the same proficiency bonus for weapon use and now you want to tell the fighter that he/she can only be proficient in a single weapon?

Certainly wouldn't play a fighter under these rules when a rogue is just as martially trained as the fighter and has other abilities too.
 

Crothian

First Post
So what do people think? Interesting house rule or not?

No. you are trying to take a round peg and fit it into a square hole. 5e is not going to be for everyone and judging by this post it is not for you. Honestly, I'd go to a game that better serves your needs out of the box.
 

TornadoCreator

First Post
[MENTION=1210]the Jester[/MENTION]

I get what you mean about the bounded accuracy. I'm not sure how bad this would effect game balance at the highest levels, but really it doesn't seem so big to me.

You are paying gold AND time so chances are you're not just gaining every proficiency possible. You'll be picking out one, maybe two things you want to be a true specialist in.

Maybe you're playing a Rogue/Ranger multiclass, but your character concept is that this guy is actually an expert in demons. Not a holy man as he's not really one for honour, and not a wizard because he doesn't want the possibility that the power may corrupt him. He instead trains to be skillful and to take down his enemies.

He's maybe level 4 now... just high enough that he's tracking down demon cults and with the aid of his party they can even kill a low level demon when they all work together. He's 3rd level Rogue, 1st level Ranger; with Favoured Enemy: Demons, Sneak Attack, and a decent set of skills. He's using his Longbow and Longsword, the sword he even had silvered as many evil creatures seem to hate silver... but even with all this flavour he's still not good at what he should be good at. Arcana.

Now a Rogue already gets double proficiency on two skills with their Expertise, so I could just pick the Sage background and put one of those into Arcana already. But this means he'll likely nevery really improve in Arcana. His INT even at the highest will be unlikely to top out at any higher than 16 as it's not a primary state for a Rogue or Ranger. So, even with my "Mastery" rule, this character would have +9 in Arcana... hardly broken. At level 20 they'd have +21 in Arcana, which I'll admit, is a lot. But the RAW Rogue can manage an Arcana score of +15 so is it really that big of an issue.

It's unlikely any character in any campaign could manage to pick up more than 1 "Mastery" level skill; and even going for Expertise (adding double proficiency) in a Weapon is really no more game changing than finding a magic weapon; and as I've reduced weapon proficiencies anyway, the martial classes are already slightly behind so this boost isn't too bad. If anything too, it keeps the fighters, monks, rogues, and barbarians competitive with the ungodly power that spellcasting brings I feel.

Like I say, at higher levels it might become unbalanced, but it translated for the most part as a +2, +3, or +4 bonus on a D20 roll... which is mathematically, not as much as it may seem.
 

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