jodyjohnson
Adventurer
Problems:
1. Perceived need to proliferate Expertise (doubled proficiency bonus) to sub-classes beyond Bard and Rogue and the expectation that Expertise is required to actually excel at a skill.
2. Skill check number porn. Especially stealth and perception; and other opposed checks.
3. Lack of love for balanced stats. Stats tend to be high (16+) or low (10 or less).
4. Everybody rolls wonkiness.
Ability check modifying house rule suggestions:
1. Expertise replaces the stat part of the Stat bonus plus Proficiency of Ability check resolution. So it makes up for a weak stat or at the highest tier allows a character to exceed the stat limitation (default of +5). It allows a character to be good at something they might not have a natural aptitude for (the high stat). So +4 to +12 in a specific skill. Expertise at level 1 or 2 is a +4 bonus. A high stat and proficiency could be higher.
2. A good stat or proficiency lowers the DC of a static check by 5 (takes inspiration from the Lore check in the playtest and +3 bonus of 3.x, +5 bonus of 4e). For point buy or default array I'll peg 'good' at 14+ (+2 bonus). For high rolled stats I might push it up to 15 or 16.
3. Opposed checks are not effected. (Not using the effective +5 bonus. This results in an advantage rather than an overwhelming advantage).
4. Pass without Trace. The +10 bonus to stealth replaces the normal bonus. Stacking the +10 with the normal bonus results in a higher bonus than I prefer. I believe replacing the complete bonus gives the world better reference for the skill level of a high stealth character - they effectively can approximate Pass without trace at will.
Not really a house rule but I use the Middle path in the Role of the Dice DMG section - my criteria for Auto-pass or auto-fail is based on needing a 18+ for success or a 3 or lower for failure. Outside a 20-80% uncertainty window I'd prefer to not have player's roll. This is a result worse than a 1 in 6 chance so common in 1e.
Goals:
1. Let martial strength types excel at grappling without needing to dip Rogue/Bard.
2. Bump up the mental stats with their large number of associated skills. Bring up the success rates of the Lore abilities and other non-opposed checks.
3. Make the choice of which abilities to apply Expertise to more interesting (IMO). Making your best skill better is not a very interesting choice personally. (Static checks like Picking locks, finding traps, tool proficiency, etc. get 'free' Expertise+ early on).
4. Removing the stacking on PwoT. "I get a 42 on my stealth check" distorts the skill system and the "DM decides" hiding resolution.
5. A natural mechanical disincentive to 'me too'ism on skill checks a character has no natural ability in.
My preference would be the think of the skill bonuses more on a scale of 1-10 rather than 2-17. I'd also cap stats at 18 but that is more related to making combat more challenging at the higher tiers and encouraging more feat taking.
Thoughts, issues, or unforeseen complications?
1. Perceived need to proliferate Expertise (doubled proficiency bonus) to sub-classes beyond Bard and Rogue and the expectation that Expertise is required to actually excel at a skill.
2. Skill check number porn. Especially stealth and perception; and other opposed checks.
3. Lack of love for balanced stats. Stats tend to be high (16+) or low (10 or less).
4. Everybody rolls wonkiness.
Ability check modifying house rule suggestions:
1. Expertise replaces the stat part of the Stat bonus plus Proficiency of Ability check resolution. So it makes up for a weak stat or at the highest tier allows a character to exceed the stat limitation (default of +5). It allows a character to be good at something they might not have a natural aptitude for (the high stat). So +4 to +12 in a specific skill. Expertise at level 1 or 2 is a +4 bonus. A high stat and proficiency could be higher.
2. A good stat or proficiency lowers the DC of a static check by 5 (takes inspiration from the Lore check in the playtest and +3 bonus of 3.x, +5 bonus of 4e). For point buy or default array I'll peg 'good' at 14+ (+2 bonus). For high rolled stats I might push it up to 15 or 16.
3. Opposed checks are not effected. (Not using the effective +5 bonus. This results in an advantage rather than an overwhelming advantage).
4. Pass without Trace. The +10 bonus to stealth replaces the normal bonus. Stacking the +10 with the normal bonus results in a higher bonus than I prefer. I believe replacing the complete bonus gives the world better reference for the skill level of a high stealth character - they effectively can approximate Pass without trace at will.
Not really a house rule but I use the Middle path in the Role of the Dice DMG section - my criteria for Auto-pass or auto-fail is based on needing a 18+ for success or a 3 or lower for failure. Outside a 20-80% uncertainty window I'd prefer to not have player's roll. This is a result worse than a 1 in 6 chance so common in 1e.
Goals:
1. Let martial strength types excel at grappling without needing to dip Rogue/Bard.
2. Bump up the mental stats with their large number of associated skills. Bring up the success rates of the Lore abilities and other non-opposed checks.
3. Make the choice of which abilities to apply Expertise to more interesting (IMO). Making your best skill better is not a very interesting choice personally. (Static checks like Picking locks, finding traps, tool proficiency, etc. get 'free' Expertise+ early on).
4. Removing the stacking on PwoT. "I get a 42 on my stealth check" distorts the skill system and the "DM decides" hiding resolution.
5. A natural mechanical disincentive to 'me too'ism on skill checks a character has no natural ability in.
My preference would be the think of the skill bonuses more on a scale of 1-10 rather than 2-17. I'd also cap stats at 18 but that is more related to making combat more challenging at the higher tiers and encouraging more feat taking.
Thoughts, issues, or unforeseen complications?