You can also do things like A:+1expertise die(#) & B:=expertise die(#) or C: =expertise die(+#) where the number in parenthesis is the lowest your expertise die can roll similar to the 4e brutal(#) weapon property so a +expertise(2) set of locksmith's gloves with A might bump a rogue's 1d6 to 1d8 but rolling a 1 is a 2 while B & C would still be a 1d6 expertise die but any number rolled below a the floor & cumulative floor is just treated as the floorAlso, I realized that the expertise die can be used to create a whole slew of minor magical items for settings like Eberron where low-level magics are quite common. Paintbrush +1d4, guitar pick +1d4.
If I'm reading you correctly, that would also be a good item, one that's slightly more powerful than my version but still well within the scope of minor magical items.You can also do things like A:+1expertise die(#) & B:=expertise die(#) or C: =expertise die(+#) where the number in parenthesis is the lowest your expertise die can roll similar to the 4e brutal(#) weapon property so a +expertise(2) set of locksmith's gloves with A might bump a rogue's 1d6 to 1d8 but rolling a 1 is a 2 while B & C would still be a 1d6 expertise die but any number rolled below a the floor & cumulative floor is just treated as the floor
A&b yes. C grants no expertise directly but raises the floor by # in combination with whatever floor raising items you have.If I'm reading you correctly, that would also be a good item, one that's slightly more powerful than my version but still well within the scope of minor magical items.
Item A can help anyone be good at this task; it grants an expertise die.
Item B can help anyone be good at this task, but if you're already knowledgeable in it, then it helps you be even better: it grants an expertise die, and if this would raise your expertise to a d6 or d8, then (depending on how you, the DM, want to do it) rolls of 1 and 2 are treated as if you rolled a 3, or you can reroll the expertise die and must use the second roll. (Both of these methods are used in D&D a lot, so it's up in the air as to which would be the better version to use.)
This seems a whole lot more complicated and it puts a lot of work on the DM to decide when it happens. Especially if you include something that has "three steps of metamagic," which would be a completely new system to learn as well.What the above page sets up is a limited spectrum: +0, +d4, +d6, +d8. The fact that it's limited is good; if it weren't, it would break the whole idea of bounded accuracy. But let me try to suggest something a little bit less limited. This is just exploring what it would look like, more than it is an actual suggestion; I'm not actually sure this is any better than the system already explained above.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.