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Changing Expertise, Adding Double Proficiency
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<blockquote data-quote="The Crimson Binome" data-source="post: 7601454" data-attributes="member: 6775031"><p>I can see this as prone to abuse and shenanigans. After all, the only reason why you can't convince the king to abdicate the throne on the grounds that you are The Moon, is because that's a DC 90 check. The reason you can't knock down a solid adamantium door is because it's DC 70.</p><p></p><p>When the DM steps in and just says that something is impossible, it's supposed to be because they figured out the DC, and it's beyond the functional range of the d20. The secondary feature of your Expertise would remove that possibility. And as I'm sure we're all aware, "I rolled a natural 20, so something dumb happened," is the basis behind half of the most ridiculous stories about D&D. There's a good reason why natural 20 was never a thing on skill checks.</p><p>For the most part, you don't have to worry about skills being OP, because the game doesn't break if you always succeed at normal checks. If you're using the rules in the book, then a high-level rogue can't fail to pick a DC 25 lock, and that's fine because the DM has already accounted for the possibility that the rogue would open any given lock.</p><p></p><p>The one exception to that is Athletics, because you can force an opposed skill check on someone in order to take them out of combat. Double Proficiency and Advantage can be abused to build an unbeatable grappler, which is bad, but it's only slightly worse than what a rogue with Reliable Talent can already do by using the rules in the book.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7601454, member: 6775031"] I can see this as prone to abuse and shenanigans. After all, the only reason why you can't convince the king to abdicate the throne on the grounds that you are The Moon, is because that's a DC 90 check. The reason you can't knock down a solid adamantium door is because it's DC 70. When the DM steps in and just says that something is impossible, it's supposed to be because they figured out the DC, and it's beyond the functional range of the d20. The secondary feature of your Expertise would remove that possibility. And as I'm sure we're all aware, "I rolled a natural 20, so something dumb happened," is the basis behind half of the most ridiculous stories about D&D. There's a good reason why natural 20 was never a thing on skill checks. For the most part, you don't have to worry about skills being OP, because the game doesn't break if you always succeed at normal checks. If you're using the rules in the book, then a high-level rogue can't fail to pick a DC 25 lock, and that's fine because the DM has already accounted for the possibility that the rogue would open any given lock. The one exception to that is Athletics, because you can force an opposed skill check on someone in order to take them out of combat. Double Proficiency and Advantage can be abused to build an unbeatable grappler, which is bad, but it's only slightly worse than what a rogue with Reliable Talent can already do by using the rules in the book. [/QUOTE]
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