DND_Reborn
The High Aldwin
So, I think I might be on to something! It would require reworking some DCs, etc., but I like the "feel" of it.
Here it is, and Esker can check the numbers (if you have time), otherwise I will do it tomorrow.
1. Roll 2d10 for checks (maybe even attacks and saves...)
2. You get your proficiency die based on the variant system.
3. You get an expertise die based on proficiency as well.
4. Choose the best two roll results from all the dice rolled.
5. Add your ability modifier and other bonuses.
(6. If you have advantage, you roll 3d10. If you have disadvantage, you only roll 1d10. (Still thinking about this...))
So, if your proficiency bonus is +4, you get to roll a d8. If you have expertise, you roll another d8.
Using the +4 example, suppose you rolled a 2d10 and got 3 and 9. You are proficient so roll a d8 and get a 7. The 7 replaces the 3! Instead of 12, you get 16.
Now, add expertise. Supposed your 2d10 were 2 and 5 (blah!
). You roll the d8 for proficiency and the d8 for expertise and get 6 and 8! These are better than the d10 rolls, so your total is 14, not 7.
For proficiency +6, you are rolling d12s and can get totals above 20, even without bonuses.
I also like this because without proficiency, you roll only the 2d10 and must take those numbers. Also, at lower levels, the d4s can help sometimes, but you aren't that good yet and the low die-type represents that well. Finally, you are only adding two dice at any time, the quick glance to pick out the higher numbers is easy even for the mathematically challenged.
A variant of this that is easier to work out is:
1. Roll 2d10.
2. Roll variant proficiency die.
3. Roll expertise die if available. If expertise is better than proficiency roll, you use expertise roll.
4. Add the 2d10 and the proficiency roll (OR expertise if it is better).
5. Add other bonuses.
Honestly, I don't like the second idea as much, but it might work out better and not need adjusting DCs and ACs, etc.
Anyway, I will probably be thinking about this and unable to sleep now. LOL!
Here it is, and Esker can check the numbers (if you have time), otherwise I will do it tomorrow.
1. Roll 2d10 for checks (maybe even attacks and saves...)
2. You get your proficiency die based on the variant system.
3. You get an expertise die based on proficiency as well.
4. Choose the best two roll results from all the dice rolled.
5. Add your ability modifier and other bonuses.
(6. If you have advantage, you roll 3d10. If you have disadvantage, you only roll 1d10. (Still thinking about this...))
So, if your proficiency bonus is +4, you get to roll a d8. If you have expertise, you roll another d8.
Using the +4 example, suppose you rolled a 2d10 and got 3 and 9. You are proficient so roll a d8 and get a 7. The 7 replaces the 3! Instead of 12, you get 16.
Now, add expertise. Supposed your 2d10 were 2 and 5 (blah!

For proficiency +6, you are rolling d12s and can get totals above 20, even without bonuses.
I also like this because without proficiency, you roll only the 2d10 and must take those numbers. Also, at lower levels, the d4s can help sometimes, but you aren't that good yet and the low die-type represents that well. Finally, you are only adding two dice at any time, the quick glance to pick out the higher numbers is easy even for the mathematically challenged.
A variant of this that is easier to work out is:
1. Roll 2d10.
2. Roll variant proficiency die.
3. Roll expertise die if available. If expertise is better than proficiency roll, you use expertise roll.
4. Add the 2d10 and the proficiency roll (OR expertise if it is better).
5. Add other bonuses.
Honestly, I don't like the second idea as much, but it might work out better and not need adjusting DCs and ACs, etc.
Anyway, I will probably be thinking about this and unable to sleep now. LOL!