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Community
General Tabletop Discussion
*Dungeons & Dragons
Are proficiency swaps too strong for some races?
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<blockquote data-quote="BacchusNL" data-source="post: 8130459" data-attributes="member: 6982024"><p>Even Thieves Tools is not the "must-bring" it used to be in published material, I think. It was also already widely available to any party member who was looking for it through backgrounds and the like, with classes like Rogue and Bard having some extra bonusses on top (who will still be your go-to-guy in most cases). Now that the one useful tool is out of the way, let's adress the real problem.</p><p></p><p>The other tool profs (yes, also Disguise kit); they are definatly useless. If you want to spin the wheel on wether you get that extra sidebar of insignificant information because you took brewers suplies or not, go for it, but it's definatly not even close to useful.</p><p></p><p>Even when they tried to refine the system in Xanathar's, like [USER=2629]@jgsugden[/USER] mentioned, they ended up with things that take like 10 weeks of downtime (clearly aimed at Adventure League, where downtime is an actual currency) but is impossible to implement in even the campaign books they write themselfs. Or convuluted systems where most DM's would just say "Fine, you can have you effing magic shop, but i'm not doing the voice"</p><p></p><p>Now, if you have a DM that looks at your entire sheet and tailors situations around that or homebrews crafting systems; great! That's a trait of a good DM. But it's defiantly not well-supported within the base game and that's what some of us are criticising.</p><p></p><p>How is it not weird that in 5E you can give a character 4 tool profs and many people would have little to no use for them, besides RP-fluf? That's not solid game-design imo.</p></blockquote><p></p>
[QUOTE="BacchusNL, post: 8130459, member: 6982024"] Even Thieves Tools is not the "must-bring" it used to be in published material, I think. It was also already widely available to any party member who was looking for it through backgrounds and the like, with classes like Rogue and Bard having some extra bonusses on top (who will still be your go-to-guy in most cases). Now that the one useful tool is out of the way, let's adress the real problem. The other tool profs (yes, also Disguise kit); they are definatly useless. If you want to spin the wheel on wether you get that extra sidebar of insignificant information because you took brewers suplies or not, go for it, but it's definatly not even close to useful. Even when they tried to refine the system in Xanathar's, like [USER=2629]@jgsugden[/USER] mentioned, they ended up with things that take like 10 weeks of downtime (clearly aimed at Adventure League, where downtime is an actual currency) but is impossible to implement in even the campaign books they write themselfs. Or convuluted systems where most DM's would just say "Fine, you can have you effing magic shop, but i'm not doing the voice" Now, if you have a DM that looks at your entire sheet and tailors situations around that or homebrews crafting systems; great! That's a trait of a good DM. But it's defiantly not well-supported within the base game and that's what some of us are criticising. How is it not weird that in 5E you can give a character 4 tool profs and many people would have little to no use for them, besides RP-fluf? That's not solid game-design imo. [/QUOTE]
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Community
General Tabletop Discussion
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Are proficiency swaps too strong for some races?
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