D&D 5E CHALLENGE: Change one thing about 5e

  • Thread starter Thread starter lowkey13
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Combat is too short and the day is too long. I'm looking to give players and monsters more HP while balancing out cantrip and weapon damage so spellcasters aren't weakened compared to weapon users. I'm looking to switch all spellcasters to the warlock structure so the day can be more balanced around the encounter, so that short days with one fight won't be horrendously weighted to the daily spellcaster.


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Problem: Expertise breaks bounded accuracy. A lot. Like a whole lot. For example, it's easy to build a rogue with a Stealth modifier higher than most enemies' passive Perceptions.

When there are challenges that some party members can't succeed at and others can't fail at, this makes it hard for the DM to build appropriate challenges for the whole party, and also can discourage players from participating. This is why I like bounded accuracy so much. (I know there are some people who feel otherwise, but screw 'em, this thread is about what I would fix about 5E.)

Solution: Bounded accuracy works well in combat because, even though everybody's attack bonus is about the same, the consequences of their attacks differ: different damage, range, damage types, special conditions, etc. But the outcome of skill checks is ill-defined; all we have is the modifier, so for a character to be better, they must have a higher modifier. Thus our solution must be to somehow introduce qualitative changes to skill checks.

Ability Check Criticals. When you roll an ability check, if the check succeeds, and you roll a natural 20, you get a critical result. If you are adding your proficiency to the check, and the check succeeds, then you get a critical result on a roll of 19-20.

A critical result gets the character the best possible outcome. It may grant bonuses above and beyond what the character was seeking. As a guideline, here are some things appropriate to a critical result.
  • The check takes less than the normal time. For example, a lock that might take several rounds to pick only takes 1 round.
  • The check affects more targets than expected. For example, intimidation aimed at only a single character winds up intimidating many.
  • The check produces more materials than necessary. For example, instead of finding food for 5 people, the character finds food for 10 people.
  • The character overcomes restrictions connected to the check. For example, if a check allows climbing at half speed, the character instead climbs at full speed.
  • The character, or an ally, automatically succeeds at some future check. For example, if three successes are needed to research the location of a lost treasure, the skill check result counts as two of them.
  • The character, or an ally, gains advantage on one or more future checks. For example, an attempt at deception is so successful that future attempts to sway those targets are at advantage.

Expertise. When you have Expertise in a skill (or tool), any success on a skill check is a critical result.

Why it Works: Skill and ability checks are open-ended, and defining them in clear terms like combat checks would require a LOT of text. Critical results are an equally open-ended alternative. Plus, D&D has needed degrees-of-success for a long time.

Allowing Expertise to grant critical results on any success seems powerful. BUT: It doesn't increase your likelyhood of success at all. The rogue with Stealth Expertise is just as likely to succeed as the ranger with Stealth proficiency. Their failure is equally bad: they get spotted. But when the ranger succeeds, he's just hidden. When the rogue succeeds, maybe he hides as a free action; or maybe he can hide despite inadequate cover; or maybe he figures out a good hiding place, granting the rest of the party advantage on their hide attempts.

Thinking it through even more, I'm going to go with an even simpler solution.

If you have expertise in a skill, you add your proficiency score +2 to checks for that skill, to a maximum of +6.

The thought behind this? Presumably, a level 20 character is an "expert" in what they do. Thus, +6 is the maximum proficiency bonus capable. Somebody with expertise just reaches this level earlier (at 9th level instead of 17th level).

So a 1st level character with expertise has the skill of a 9th level character for that skill. That's a pretty big boost.
 

Thinking it through even more, I'm going to go with an even simpler solution.

If you have expertise in a skill, you add your proficiency score +2 to checks for that skill, to a maximum of +6.

The thought behind this? Presumably, a level 20 character is an "expert" in what they do. Thus, +6 is the maximum proficiency bonus capable. Somebody with expertise just reaches this level earlier (at 9th level instead of 17th level).

So a 1st level character with expertise has the skill of a 9th level character for that skill. That's a pretty big boost.

I like this a lot. But I worry that it doesn't provide any benefit to characters once they reach 17th level. So I might modify your version to say: Expertise increases proficiency by 2, to a max of +7. This means that at around 13th level you can "break" bounded accuracy by a measly 1 point. I'm OK with that.

(I considered a variant where Expertise meant: if your ability score modifier is less than +5, treat it as +5 for skills where you have Expertise. This allows some interesting ways to play against concept, e.g., the rogue who has Expertise in Athletics or the bard who has Expertise in History. Eventually I ditched it for similar reasons; it stops being beneficial once you reach max ability score, and gives a weird incentive to apply Expertise to your worse skills instead of your best.)
 

I like this a lot. But I worry that it doesn't provide any benefit to characters once they reach 17th level. So I might modify your version to say: Expertise increases proficiency by 2, to a max of +7. This means that at around 13th level you can "break" bounded accuracy by a measly 1 point. I'm OK with that.


(I considered a variant where Expertise meant: if your ability score modifier is less than +5, treat it as +5 for skills where you have Expertise. This allows some interesting ways to play against concept, e.g., the rogue who has Expertise in Athletics or the bard who has Expertise in History. Eventually I ditched it for similar reasons; it stops being beneficial once you reach max ability score, and gives a weird incentive to apply Expertise to your worse skills instead of your best.)


I considered just the flat +2 and I don't think that will break anything. My reason for the limit, though, is more from the world-building side.


I've added things like minimum and maximum ability scores back into my game (a la AD&D), and non-human races, such as elves, have different limits. For example, I allow elves up to a 22 Intelligence. So with a maximum of +6 proficiency bonus, and racial ability maximums, without magical assistance elves can have a +1 bonus in Arcana over non-elves. Not a huge bonus, but helps with the idea that elves are naturally better at magic. That 22 Intelligence is also needed in my campaign to even attempt elven high magic.

Another aspect is that I like the rules to be able to model the common people. So a 1st-level smith with expertise in smithing is the equivalent of a 9th level smith. I like that.


Of course, I'm also less concerned about characters at 17th level. In fact, in 30+ years of DMing, I'm not sure I can recall any of the characters reaching 10th level, much less 17th. Many of those characters were active for over a decade.
 

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