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General Tabletop Discussion
*Dungeons & Dragons
Changing Expertise, Adding Double Proficiency
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<blockquote data-quote="Blue" data-source="post: 7601825" data-attributes="member: 20564"><p>Here's how it looks like it differs from base 5e.</p><p></p><p>1. Bounded accuracy takes a big hit at higher levels. This is the to hit/DC portion of this. This will make foes very easy to hit / affect because AC and non-proficient saves don't get proficiency. At my table I'd want to balance that out ... but probably by not doing it instead of introducing an offsetting mechanic.</p><p></p><p>2. Expertise is a mechanic for skill monkey classes to strut their stuff.</p><p></p><p>2a. Anyone can get double proficiency, so the classes that rely on that as part of what they bring to the table are no longer special.</p><p></p><p>2b. It grants Advantage which is also pretty easy for others to get. </p><p></p><p>2c. It also means that skill monkey players can never improve by getting Advantage - they already have it - so they are hurt in that they can't benefit from cleverness, help, tools (using the XGtE expanded rules) and the like.</p><p></p><p>2d. This is made worse by increasing the proficiency range by 50%. +18+ability vs. +0+ability, with only a d20 to cross them.</p><p></p><p>Taken together, these really water down the classes designed to be high skilled. You've taken a class feature, replaced it with a weaker one, and required an additional investment for the original class feature (so skill monkey classes need to be either wide or deep, not wide with some deep), and diluted it that anyone can do it. This weakens those classes by taking out a big thrust of what they can do <strong><em>that others can't</em></strong> in other pillars of play.</p><p></p><p>3. Either DCs go up and those who don't have double proficiency just can't do it, or DCs stay the same and it's no longer a point of interest because there's not a reasonable chance of failure. This is part of breaking bounded accuracy - it makes the gap so large. This was a major issue in earlier editions that they purposefully designed away from.</p><p></p><p>3a. This also means that the characters who use backgrounds to be interesting, like the thief who is a non-rogue but has a positive DEX mod and took the Criminal background could be useful - they wer'e as good as a real rogue with maxed DEX and possibly (original) Expertise, but they could manage so the party didn't need that. But with needing multiple skills / tool they now would need to either not be good enough to fill the role as the DCs go up faster, or give up half of what they would get before to double take skills.</p></blockquote><p></p>
[QUOTE="Blue, post: 7601825, member: 20564"] Here's how it looks like it differs from base 5e. 1. Bounded accuracy takes a big hit at higher levels. This is the to hit/DC portion of this. This will make foes very easy to hit / affect because AC and non-proficient saves don't get proficiency. At my table I'd want to balance that out ... but probably by not doing it instead of introducing an offsetting mechanic. 2. Expertise is a mechanic for skill monkey classes to strut their stuff. 2a. Anyone can get double proficiency, so the classes that rely on that as part of what they bring to the table are no longer special. 2b. It grants Advantage which is also pretty easy for others to get. 2c. It also means that skill monkey players can never improve by getting Advantage - they already have it - so they are hurt in that they can't benefit from cleverness, help, tools (using the XGtE expanded rules) and the like. 2d. This is made worse by increasing the proficiency range by 50%. +18+ability vs. +0+ability, with only a d20 to cross them. Taken together, these really water down the classes designed to be high skilled. You've taken a class feature, replaced it with a weaker one, and required an additional investment for the original class feature (so skill monkey classes need to be either wide or deep, not wide with some deep), and diluted it that anyone can do it. This weakens those classes by taking out a big thrust of what they can do [B][I]that others can't[/I][/B] in other pillars of play. 3. Either DCs go up and those who don't have double proficiency just can't do it, or DCs stay the same and it's no longer a point of interest because there's not a reasonable chance of failure. This is part of breaking bounded accuracy - it makes the gap so large. This was a major issue in earlier editions that they purposefully designed away from. 3a. This also means that the characters who use backgrounds to be interesting, like the thief who is a non-rogue but has a positive DEX mod and took the Criminal background could be useful - they wer'e as good as a real rogue with maxed DEX and possibly (original) Expertise, but they could manage so the party didn't need that. But with needing multiple skills / tool they now would need to either not be good enough to fill the role as the DCs go up faster, or give up half of what they would get before to double take skills. [/QUOTE]
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