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General Tabletop Discussion
*Dungeons & Dragons
Changing Expertise and Ability Check Resolution - House Rule
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<blockquote data-quote="Xaelvaen" data-source="post: 7246788" data-attributes="member: 6681906"><p>No game system is perfect for every situation in its release and the rule we've always used to determine what system we plays is: "Okay, in which system do I need to do the least amount of work to make it play the way my group functions?" There were many elements of 3.5/PF we enjoyed, and still do. In example, Rogues and Bards there simply got -more- skills, not a mystical better maximum result at performing them. (Skill Rank caps were identical for everyone, sans feats, and we -never- played with the half cross-class rules). This is simply an approach we wished to carry over to 5E. We've also been playing together since the early 90s, so we are a bit on the grognard end with one another, when it comes to how we like our DnD to feel. This is easily created, with little work, by using the 5E Core Engine and a couple of tweaks.</p><p></p><p>I have a player who almost exclusively plays Bards and Rogues. She actually prefers that they aren't the 'end all to end all' at power bonus at skills; she's perfectly content to have a huge breadth of skill training at her fingertips to compensate (just like 3.5). For me, it's about doing every effort possible to eliminate the class-bound stereotypes while still preserving mechanical balance, thus the basis of all the homebrew rules we employ.</p><p></p><p>I'll end by saying, of course I understand homebrew is individual for all players and DMs. My rules work for my table, and thankfully for my sanity, my players are the only people I have to worry about pleasing with them. I merely share so that others will have access to ideas that would work for them, that perhaps they've not yet thought out.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7246788, member: 6681906"] No game system is perfect for every situation in its release and the rule we've always used to determine what system we plays is: "Okay, in which system do I need to do the least amount of work to make it play the way my group functions?" There were many elements of 3.5/PF we enjoyed, and still do. In example, Rogues and Bards there simply got -more- skills, not a mystical better maximum result at performing them. (Skill Rank caps were identical for everyone, sans feats, and we -never- played with the half cross-class rules). This is simply an approach we wished to carry over to 5E. We've also been playing together since the early 90s, so we are a bit on the grognard end with one another, when it comes to how we like our DnD to feel. This is easily created, with little work, by using the 5E Core Engine and a couple of tweaks. I have a player who almost exclusively plays Bards and Rogues. She actually prefers that they aren't the 'end all to end all' at power bonus at skills; she's perfectly content to have a huge breadth of skill training at her fingertips to compensate (just like 3.5). For me, it's about doing every effort possible to eliminate the class-bound stereotypes while still preserving mechanical balance, thus the basis of all the homebrew rules we employ. I'll end by saying, of course I understand homebrew is individual for all players and DMs. My rules work for my table, and thankfully for my sanity, my players are the only people I have to worry about pleasing with them. I merely share so that others will have access to ideas that would work for them, that perhaps they've not yet thought out. [/QUOTE]
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Changing Expertise and Ability Check Resolution - House Rule
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