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Changing Expertise, Adding Double Proficiency
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<blockquote data-quote="DND_Reborn" data-source="post: 7601624" data-attributes="member: 6987520"><p>Our first increased proficiency bonus progression went to +8 and we just recently bumped it to +9. I can't see going any higher, though.</p><p></p><p>It is a good idea with Expertise increasing it by x1.5... It is like another idea I had that Expertise would add +1 bonus for each Tier of play. If we stayed with the +8 max proficiency bonus, Expertise would grant +12 total at the highest levels.</p><p></p><p>The only issue with downtime IMO is rarely in our games does everyone have a need for downtime at the same time, with the sole exception being not traveling in the winter months. But I can also understand the idea of how a character can suddenly learn a new skill just because they level up. Ideally, I would like to find a workable solution that is believable yet allows for improvement during normal adventuring as well.</p><p></p><p></p><p></p><p>We've decided advantages can stack. For example, a character with expertise in Stealth wearing Boots of Elvenkind would get to roll <em>3</em> d20s and take the best of all three. Additionally, if you have two sources of advantage and one of disadvantage, you still have advantage. You would need two sources of disadvantage to cancel both sources of advantage.</p><p></p><p></p><p></p><p>The Double-Skill was not my suggestion, it was the DM's way to appeasing the other rogue player. With his +4 prof bonus doubled and added to Dex mod, he is +11. He wanted that over being only +7 with advantage.</p><p></p><p>One thing in retrospect I do like is the idea that Double-Skill could be a straight +2 to +4 one time bonus. If we did this, I could probably even talk the group into reverting to the RAW +6 max prof bonus. With Double-Skill, it could go as high as +10 (if a +4 one time bonus). I'll have to play around with the idea.</p><p></p><p></p><p></p><p>I'll look into this too. You're talking about the system in the DMG right? I've glanced at it, but originally rejected it because it would involve more dice rolling.</p><p></p><p></p><p></p><p>So how would people get better than?</p><p></p><p></p><p></p><p>When I DM if I decide a check is ridiculous or literally has no chance of success, I wouldn't even allow a role. No matter what you role, the king won't "abdicate his throne on the grounds that you are The Moon."</p><p></p><p>Contested rolls so far have been the greatest source of frustration when I discuss this with the DM. The aforementioned rogue character typically makes Stealth rolls high enough that even if the DM rolls a natural 20, the creatures Perception is too low to ever notice him. I mean, many times there is not even a chance at all! The character might as well be magically silent and invisible quite a bit of the time.</p><p></p><p>Another example was with a rogue/paladin who did specialize in Athletics and used it to shove creatures and knock them prone with impunity... It was ridiculous really. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7601624, member: 6987520"] Our first increased proficiency bonus progression went to +8 and we just recently bumped it to +9. I can't see going any higher, though. It is a good idea with Expertise increasing it by x1.5... It is like another idea I had that Expertise would add +1 bonus for each Tier of play. If we stayed with the +8 max proficiency bonus, Expertise would grant +12 total at the highest levels. The only issue with downtime IMO is rarely in our games does everyone have a need for downtime at the same time, with the sole exception being not traveling in the winter months. But I can also understand the idea of how a character can suddenly learn a new skill just because they level up. Ideally, I would like to find a workable solution that is believable yet allows for improvement during normal adventuring as well. We've decided advantages can stack. For example, a character with expertise in Stealth wearing Boots of Elvenkind would get to roll [I]3[/I] d20s and take the best of all three. Additionally, if you have two sources of advantage and one of disadvantage, you still have advantage. You would need two sources of disadvantage to cancel both sources of advantage. The Double-Skill was not my suggestion, it was the DM's way to appeasing the other rogue player. With his +4 prof bonus doubled and added to Dex mod, he is +11. He wanted that over being only +7 with advantage. One thing in retrospect I do like is the idea that Double-Skill could be a straight +2 to +4 one time bonus. If we did this, I could probably even talk the group into reverting to the RAW +6 max prof bonus. With Double-Skill, it could go as high as +10 (if a +4 one time bonus). I'll have to play around with the idea. I'll look into this too. You're talking about the system in the DMG right? I've glanced at it, but originally rejected it because it would involve more dice rolling. So how would people get better than? When I DM if I decide a check is ridiculous or literally has no chance of success, I wouldn't even allow a role. No matter what you role, the king won't "abdicate his throne on the grounds that you are The Moon." Contested rolls so far have been the greatest source of frustration when I discuss this with the DM. The aforementioned rogue character typically makes Stealth rolls high enough that even if the DM rolls a natural 20, the creatures Perception is too low to ever notice him. I mean, many times there is not even a chance at all! The character might as well be magically silent and invisible quite a bit of the time. Another example was with a rogue/paladin who did specialize in Athletics and used it to shove creatures and knock them prone with impunity... It was ridiculous really. :( [/QUOTE]
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