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<blockquote data-quote="Don Durito" data-source="post: 7908019" data-attributes="member: 6687260"><p>The thing is, it actually doesn't matter all that much because like the variation in 13th Age, proficiency in 5E is very bounded (even more so for most of the game) - in general ability scores matter much more anyway. So if a player is getting away with something on a skill roll - does it really matter? - They're likely just getting a 10% or 15% boost to their roll and in the process they should be feeding the group something about their character. It <em>does</em> lead to characters being much more broadly competent, which is, I find, an improvement overall, as it makes them more proactive.</p><p></p><p>Some of the better things it does however are in the social pillar. It reduces the power of a party face - because now anyone can leverage an appropriate background - it doesn't matter if you're not trained in persuasion, the Fighter can leverage his "Former Mercenary of the red hand" to negotiate with the sellswords drinking at the inn. Of course he <em>does </em>have to leverage it, which makes the ensuing conversation more interesting and again helps flesh out the character.</p><p></p><p>The biggest issue is with shy players who are reluctant to improvise. It won't work for everyone, but it helps with these players if the GM is able to gently encourage them and to ask them a few leading questions. It's actually a good way to help players become more confident role-players.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7908019, member: 6687260"] The thing is, it actually doesn't matter all that much because like the variation in 13th Age, proficiency in 5E is very bounded (even more so for most of the game) - in general ability scores matter much more anyway. So if a player is getting away with something on a skill roll - does it really matter? - They're likely just getting a 10% or 15% boost to their roll and in the process they should be feeding the group something about their character. It [I]does[/I] lead to characters being much more broadly competent, which is, I find, an improvement overall, as it makes them more proactive. Some of the better things it does however are in the social pillar. It reduces the power of a party face - because now anyone can leverage an appropriate background - it doesn't matter if you're not trained in persuasion, the Fighter can leverage his "Former Mercenary of the red hand" to negotiate with the sellswords drinking at the inn. Of course he [I]does [/I]have to leverage it, which makes the ensuing conversation more interesting and again helps flesh out the character. The biggest issue is with shy players who are reluctant to improvise. It won't work for everyone, but it helps with these players if the GM is able to gently encourage them and to ask them a few leading questions. It's actually a good way to help players become more confident role-players. [/QUOTE]
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