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Changing Expertise, Adding Double Proficiency
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<blockquote data-quote="DND_Reborn" data-source="post: 7601151" data-attributes="member: 6987520"><p>We played yesterday and discussed things about proficiency bonus, expertise, etc. We tried some new house-rules and for the most part worked okay, but I am presenting them here for further consideration and discussion:</p><p></p><p>Our <strong>proficiency bonus progression</strong> ranges from +2 to +9. We are currently at 5th- or 6th-level and use +3 and +4, respectively.</p><p>RAW it would be +3 anyway, so only two characters at 6th-level get the extra +1 for now.</p><p></p><p><strong>Expertise</strong></p><p>You choose one skill in which you are proficient. You gain advantage when you use that skill.</p><p>If you roll a natural 20 on your check, you automatically succeed even if the DC is higher than the result of the check.</p><p></p><p><strong>Double-Skill</strong></p><p>By selecting a skill twice, you can apply double your proficiency bonus to checks made with that skill.</p><p></p><p>Personally, I love the new Expertise for my Rogue/Cleric/Wizard, but the other Rogue/Fighter player wasn't keen on it until the DM decided to try out "Double-Skill". I didn't select any, but he did for all four skills he has expertise in (cost him using a Skilled feat). Seems OP to me to have double proficiency <em>with</em> advantage!</p><p></p><p>During one part I cast Pass Without Trace, and the other player got a 40 for his Dexterity (Stealth) check! (+8 "double-skill" proficiency, +3 DEX mod, +10 pass without trace bonus = +21 and he rolled a 19 on one of the two d20's).</p><p></p><p>Anyway, I like the increase proficiency progression and expertise rules, but the double-skill option seems like overkill and too prone to abuse.</p><p></p><p>So, my questions are this:</p><p></p><p>1. I don't think the +9 max prof bonus is game breaking by any means, especially since our game is magic-item poor. At higher levels, getting another +2 or +3 over the RAW +6 will make up for that. Can you think of other ways this could be game breaking?</p><p></p><p>2. Does granting advantage instead of double prof bonus, along with the natural 20 always succeeding, create any issues or situations you can think of that could be exploited beyond what can be done with double prof bonus (for RAW expertise)?</p><p></p><p>3. What other options could exist to reflect a level of specialization above normal prof bonus for double-skills instead of simply doubling the prof bonus?</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7601151, member: 6987520"] We played yesterday and discussed things about proficiency bonus, expertise, etc. We tried some new house-rules and for the most part worked okay, but I am presenting them here for further consideration and discussion: Our [B]proficiency bonus progression[/B] ranges from +2 to +9. We are currently at 5th- or 6th-level and use +3 and +4, respectively. RAW it would be +3 anyway, so only two characters at 6th-level get the extra +1 for now. [B]Expertise[/B] You choose one skill in which you are proficient. You gain advantage when you use that skill. If you roll a natural 20 on your check, you automatically succeed even if the DC is higher than the result of the check. [B]Double-Skill[/B] By selecting a skill twice, you can apply double your proficiency bonus to checks made with that skill. Personally, I love the new Expertise for my Rogue/Cleric/Wizard, but the other Rogue/Fighter player wasn't keen on it until the DM decided to try out "Double-Skill". I didn't select any, but he did for all four skills he has expertise in (cost him using a Skilled feat). Seems OP to me to have double proficiency [I]with[/I] advantage! During one part I cast Pass Without Trace, and the other player got a 40 for his Dexterity (Stealth) check! (+8 "double-skill" proficiency, +3 DEX mod, +10 pass without trace bonus = +21 and he rolled a 19 on one of the two d20's). Anyway, I like the increase proficiency progression and expertise rules, but the double-skill option seems like overkill and too prone to abuse. So, my questions are this: 1. I don't think the +9 max prof bonus is game breaking by any means, especially since our game is magic-item poor. At higher levels, getting another +2 or +3 over the RAW +6 will make up for that. Can you think of other ways this could be game breaking? 2. Does granting advantage instead of double prof bonus, along with the natural 20 always succeeding, create any issues or situations you can think of that could be exploited beyond what can be done with double prof bonus (for RAW expertise)? 3. What other options could exist to reflect a level of specialization above normal prof bonus for double-skills instead of simply doubling the prof bonus? Thoughts? [/QUOTE]
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