D&D 5E A New Thought About Skills

Ristamar

Adventurer
I suggest taking a look at the Skill Challenge Handbook from Rogue Genius Games, particularly the Progress driven challenges. It's a Pathfinder supplement, but it meshes easily with any d20 system with minimal tweaks. In fact, I'd argue it's actually a better fit for 5e than PF given 5e's hard skill delineations (Not Proficient/Proficient/Expertise). It accomplishes a lot of what you're aiming for in this thread without reworking the 5e core mechanics.

Endzeitgeist.com had the only review I could find, but the free preview on DriveThruRPG explains the basic systems and provides numerous examples.
 

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Ilbranteloth

Explorer
Skills: I like your Non-proficient, Proficient, Expertise idea.

Now we move to Combat, specifically AC, which I'm worried about -
Expertise in Defense (Armoured or Unarmoured) might make it a Proficiency Tax. I would ignore Expertise in combat - that level of detail is already touched on through Feats, Fighting Styles and Class Features. So preferably one should not allow Expertise as well as the above.

I was thinking largely about feats to provide expertise in armor or unarmored fighting (and have a feat for both).

I was thinking of granting proficiency in unarmored defense to fighter, cleric, and rogue classes. So most add their proficiency modifier when unarmored, showing their skill in combat.

I'd rewrite the Unarmored Defense class ability, and also make it a feat as: You have expertise in unarmored fighting. Your AC = 10 + your proficiency bonus + the ability modifier of your choice.

The other armor-based feats would provide expertise as well.

For armor itself, it's providing a +1 to +4 modifier, and the maximum DEX bonus is the exact opposite, so an armor that provides a +2 to AC limits the DEX modifier to +3.

That way it remains consistent with the rest of the non-proficient/proficient/expert approach.
 

Ilbranteloth

Explorer
I suggest taking a look at the Skill Challenge Handbook from Rogue Genius Games, particularly the Progress driven challenges. It's a Pathfinder supplement, but it meshes easily with any d20 system with minimal tweaks. In fact, I'd argue it's actually a better fit for 5e than PF given 5e's hard skill delineations (Not Proficient/Proficient/Expertise). It accomplishes a lot of what you're aiming for in this thread without reworking the 5e core mechanics.

Endzeitgeist.com had the only review I could find, but the free preview on DriveThruRPG explains the basic systems and provides numerous examples.

I'll check it out. Thanks!
 

GMMichael

Guide of Modos
So the question is, if you have two untrained people, would somebody with natural talent be better? I think that's a reasonable Yes.

The next question is, could somebody with natural talent be as good or better than somebody with proficiency? I'd say maybe.
I'd break it down to this. Who wins:

Two untrained contestants? The side with (more) natural talent.
One side with proficiency? The side with proficiency.
Two proficient contestants? The side with (more) natural talent.

So I'd say that the ability score bonuses are important as long as you match your opponent's training.

Note that those are Winner-Take-All results. In D&D anyway, you tend to see WTA results in non-combat checks; the DM asks for one roll and declares "succeed" or "fail." A contest like this should only occur if the two contestants are very similar in ability (not Ability), because the d20 is very swingy.

With combat checks, though, it often takes lots of rolls to succeed. So an extra +2 from Strength makes a much bigger difference over time than in WTA checks. The above proficiency results are less clear in combat, because one lucky sling bullet can become a critical hit, so even if a contestant has proficiency and natural talent, he can still lose with unlucky rolls.

Secondary point: consider combat and non-combat cases separately in your schema to rewrite how bonuses are used.
 

DeJoker

First Post
Okay many professional athletes will tell you talent (attribute bonus) can only take you so far then skill must take over so to perhaps get this concept to work as you are suggesting why not do this.

Raw Attribute Bonus (RAB) << always round up -- necessary to reward someone for that max 20 attribute
Proficiency Bonus (PB) << always round down -- keeps the RAW + Skill from getting to high

No Proficiency = RAB
Proficiency..... = RAB + PB/2 (until PB >= RAB then PB + RAB/2)
.......This way folks with a lot of Talent can still outclass a person with no Talent and training but only up to a point.

+5 Max on Raw Talent
+6 Max on Pure Skill
+9 Max on Skill + Talent

Okay that looks pretty good but as you pointed out Expertise at x2 is a bit much and while 1.5 seems viable it might not be quite enough with an Extreme Max of +12 at level 20

So if you feel that is true then instead of having Expertise mess with the PB directly have it mess with the PB increment value which is currently = 2 + ([Level - 1] mod 4)
Which equates out to about 2 + (1 for each 4 levels)

So we decrease this for Expertise such that = 2 + ([Level - 1] mod 2) which also gives a smoother increase pattern
Which equates out to about 2 + (1 for each 2 levels)

The new maximum Proficiency Bonus is now +11 (at level 20) plus Max Attribute Bonus of +3 (at 20) makes the absolute Extreme Maximum Skill Bonus +14 at Level 20 with a 20 Attribute

This seems fine not too high but not to low it allows you to make a Nearly Impossible roll DC 30 with a 25% chance of success at Extreme Max Skill Bonus
 
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Ilbranteloth

Explorer
I'd break it down to this. Who wins:

Two untrained contestants? The side with (more) natural talent.
One side with proficiency? The side with proficiency.
Two proficient contestants? The side with (more) natural talent.

...

Secondary point: consider combat and non-combat cases separately in your schema to rewrite how bonuses are used.

Yes, I've been looking at combat and non-combat cases, but hopeful that a consistent approach will work across the board.

While I'm comparing to RAW, I use a slightly different rule for critical hits that incorporates the concept of "confirming" your critical hit. Instead of rolling a die, though, your attack simply has to be 5 or more than what was needed to hit.

The purpose of this is to eliminate the fact that when a creature can only hit on a 20, then every hit is a critical hit.

But I think that this works well regardless of that, but I'll expand.

First, my current concept is this:

Untrained - add your ability modifier (maximum +1)
Proficiency - proficiency modifier or ability modifier, whichever if higher. In most cases, this means you'll have a +1 advantage over other proficient characters for your prime requisite.
Expert - proficiency plus ability modifier. This puts a spread of up to 3 points for experts (since it's pointless to have expertise if all you'll get is a +1 bonus).

So at 1st level (assuming standard array):
Untrained: +1 maximum.
Proficient: +3 for prime requisite, +2 for everything else, except the 8 which would be +1.
Expert: +5 for prime requisite, +4 for second highest, +3 for the next two, down to +1 for lowest score.

Okay many professional athletes will tell you talent (attribute bonus) can only take you so far then skill must take over so to perhaps get this concept to work as you are suggesting why not do this.

Raw Attribute Bonus (RAB) << always round up -- necessary to reward someone for that max 20 attribute
Proficiency Bonus (PB) << always round down -- keeps the RAW + Skill from getting to high

No Proficiency = RAB
Proficiency..... = RAB + PB/2 (until PB >= RAB then PB + RAB/2)
.......This way folks with a lot of Talent can still outclass a person with no Talent and training but only up to a point.

+5 Max on Raw Talent
+6 Max on Pure Skill
+9 Max on Skill + Talent

Okay that looks pretty good but as you pointed out Expertise at x2 is a bit much and while 1.5 seems viable it might not be quite enough with an Extreme Max of +12 at level 20

So if you feel that is true then instead of having Expertise mess with the PB directly have it mess with the PB increment value which is currently = 2 + ([Level - 1] mod 4)
Which equates out to about 2 + (1 for each 4 levels)

So we decrease this for Expertise such that = 2 + ([Level - 1] mod 2) which also gives a smoother increase pattern
Which equates out to about 2 + (1 for each 2 levels)

The new maximum Proficiency Bonus is now +11 (at level 20) plus Max Attribute Bonus of +3 (at 20) makes the absolute Extreme Maximum Skill Bonus +14 at Level 20 with a 20 Attribute

This seems fine not too high but not to low it allows you to make a Nearly Impossible roll DC 30 with a 25% chance of success at Extreme Max Skill Bonus

Maybe my math is off, but I'm getting a maximum proficiency bonus with expertise as +11 (+6 for the proficiency bonus and +5 for your ability modifier). I'm not sure what you mean by Max Attribute Bonus.

So no rounding needed just:

Untrained: Ability modifier, maximum of +1 (Maximum of +1 obviously)
Proficiency: The higher of your proficiency bonus or ability modifier (Maximum of +6, since it will exceed your ability modifier)
Expertise: Proficiency bonus + ability bonus. (Maximum of +11)

A little more food for thought, should character level play into untrained?

Instead of:
Untrained = Ability modifier, maximum of +1; it could be:
Untrained = Ability modifier, maximum of proficiency bonus -1.

That way higher level characters get to use more of their ability modifier, showing some experience in similar situations, if not actual training.
 

Stalker0

Legend
Another Expertise Idea:

You all have advantage with these skills, even in scenarios when you would normally have disadvantage.

So advantage obviously makes you better at the skill, but with the second clause it adds in that special extra. No matter what, I am just going to be awesome at this skill, and my training always me to compensate for conditions that would normally hurt me.

Less scaling, but still quite strong.
 

DeJoker

First Post
Maybe my math is off, but I'm getting a maximum proficiency bonus with expertise as +11 (+6 for the proficiency bonus and +5 for your ability modifier). I'm not sure what you mean by Max Attribute Bonus.

Okay I think you may have misunderstood what I was outlining.

The maximum Attribute Bonus is achieved when a character obtains the maximum value that an Attribute can have (aka 20) which is a +5
The regular maximum Proficiency Bonus is achieved when a character obtains the maximum character level (aka level 20) which is a +6
The proposed Expertise maximum Proficiency Bonus is also achieved when a character obtains the maximum character level (aka level 20) which is a +11

Thus the maximum Raw Attribute Bonus (RAB) would be +5
While the maximum Proficiency Bonus (PB) would be +6
And the maximum Expertise Proficiency Bonus (EPB) would be +11

Now bringing back in my suggested numbers with those aspects outlined above we have once again the following :

No Proficiency = RAB
Proficiency..... = RAB + PB/2 (until PB > RAB then PB + RAB/2)

Here we actually have 3 states and using the our Maximum values in this example it would look a such

No Proficiency = RAB (+5)
Proficiency .... = RAB (+5) + PB/2 (rounddown) -- this would give a range of +6 to +7 at which point this math ends because PB (+6) > RAB (+5)
New Proficiency = PB (+6) + RAB (+5)/2 (roundup)(+3) -- this gives the total value of +9

Now apply that with Expertise (EPB) and you get

Proficiency .... = RAB (+5) + EPB/2 (rounddown) -- this would again give a range of +6 to +7 at which point this math ends because EPB (+6) > RAB (+5)
New Proficiency = EPB (+6 to +11) + RAB (+5)/2 (roundup)(+3) -- this would give a range of +9 to +14

I hope that clears up the confusion
 
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Ilbranteloth

Explorer
Okay I think you may have misunderstood what I was outlining.

The maximum Attribute Bonus is achieved when a character obtains the maximum value that an Attribute can have (aka 20) which is a +5
The regular maximum Proficiency Bonus is achieved when a character obtains the maximum character level (aka level 20) which is a +6
The Expertise maximum Proficiency Bonus is also achieved when a character obtains the maximum character level (aka level 20) which is a +?

In this proposed system expertise is proficiency bonus + ability bonus. So a maximum of +11 at 20th level.
 

DeJoker

First Post
@Ilbranteloth you got ahead of me -- please look again at my previous post I think that will help you understand what I was getting at -- if you still do not understand let me know and I make an even more verbose version
 

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