clearstream
(He, Him)
When I ctrl-F on the pdf, and type in "advantage" I get 45 cases. Checking them, most are legitimately advantage. I assume a few might be narrative. What term did you search for?Well before that can be answered for folks worshiping at the porcelain throne known as bounded accuracy we need to cut through the hyperbole & vague generalities devoid of context.
In short... chill out & stop wasting everyone's time because you can't be bothered to make your argument about any specific heritage/culture/background or realize how weak that point is so instead chose to argue the sky is falling & hope nobody takes the time to check.
- Expertise
- Steam Tiefling culture - Choose one from Arcana, History, Investigation, Nature, or Religion. The only thing noteworthy is that it might result in expertise for folks specializing in areas other than thieve's tools stealth or diplomancering.
- no more expertise...
- "Doubled"
- Dragonborn
ragonbound->metalic dragon - choose one from history, nature, medicine, & religion to be proficient & have the bonus doubled.
- Dwarf:Gifted artisan - Double proficiency bonus on an artisan tool. This could be triple or quintuple & have the same effect. Until we seeing playtest stuff for things like "a crafting system for magic items" or "a more detailed skill system" this has basically zero effect on any game or bounded accuracy because tihieve's tools are not an artisan tool
- Mountain Dwarf culture - doubled proficiency on history(int) related to the origin of stonework. In an edition where int is the ultimate dump stat & int skills are devalued history is not even one of the better int skills & is really just a pseudo catchall last ditch "g needs to get some info & the party flubbed arcana/religion/etc." Total nonissue till we start seeing that more detailed skill system even in a game like mine where the gm tries hard to lean on history.
- Hill dwarf culture - Double proficiency bonus on survival(wis). Given that the core phb ranger literally has a poorly regarded ribbon granting them immunity to getting lost/slowed by difficult terrain/slowed by moving stealthily with no skill check & one of the core phb backgrounds can automatically find enough food & water to supply a party of six while traveling with no skill check time spent or slow in travel speed you don't get to be outraged over this nonissue & we really cab't even judge it util we start seeing playtest packets involving other areas.
- Double proficiency on history or arcana when making checks related to magical alchemical or technological items. This is sligtly more useful than the mountain dwarf stonework history but still not an issue since it's not significantly different from something gnomes already have in core.
- Forgotten folx - once per long rest you can give an ally doubled proficiency bonus to something you are helping them with as well as rolling with advantage.. This falls far enough short from "you cast disintegrate without using a spell slot once per long rest" so isn't a big deal since its a really impressive hail mary ace in the hole but is also something that could easily go unused a significant umber of long rest cycles. The sky is not falling.
- Halfling kithbain culture - Double insight proficiency checks. What is most notable is that it has a chance of thwarting diplomancy. The players usually know when an npc is feeding them a line of creative truths & alternative facts. All this does is make bob likely to figure it out & maybe give their character a reason to cast their 1/rest detect thoughts. again not an issue
- Human
ie hard survivor - double your con bonus for determining how long you can go without food. Even as someone who thinks it's too easy to ignore & bypass hurdles related to carrying/finding food & water this one is a total nonissue beside bob being proficient in death saves because I'm pretty sure that size small creatures already do that or did it in old versions & it was not a huge deal even then.
- profiteer culture - double bonus with cartographer's & navigator's tools. total nonissue... see notes on ranger/outlander in hill dwarf. There are literally discussions about how this culture might be too weak & need some improvements & people have made actual sound arguments involving more than vague nothingness & hyperbole supporting such an action.
- orcish communal culture - choose any one skill to be proficient in & double your proficiency bonus on. Cool but not a big deal.
- demon cultist culture undead graft option - double proficiency bonus on athletics checks to grapple sove & performother combat maneuvers. Given that those are pretty terrible ways of wasting an attack in the vast majority of situations we can't really even judge it until we start seeing playtest packets touching on areas like "A range of martial maneuvers to give non-spellcasters more options in combat" , "a more tactical combat system", & maybe "a more detailed skill system"
- nomad culture - Proficient in land vehicles along with tinkers tools and double your proficiency bonus to control navigate or repair them... stop the presses & notify eliminster about this new threat to the realm y0! See also ranger/outlander blurb in hill dwarf.
edit: Can't help but notice that my ctrl-f found only about a quarter as many instances as your inflated citation of 40 & dozen plus .
That's more than one use per two pages of the document. I call that overuse. I'm not interested in arguing that it is wrong to give X race advantage in Y rule: it is wrong to overuse the advantage mechanic this way.
[EDIT] Regarding Expertise/effective-Expertise: the right question to ask design-wise is if one needs to give such a bonus at all. Why not just give the relevant skill or tool proficiency, and leave it to Rogues and Bards to have their skill-monkey thing? And all those cases that are ribbons? It's the kind of design I exactly do not wish to see: nickel-and-diming. I would like to see crisp, impactful mechanics, that do what they need to, to make the race play as it should, and no more.
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