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Crafting Items - Expert Craftsman vs Adventurers
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<blockquote data-quote="DND_Reborn" data-source="post: 7598301" data-attributes="member: 6987520"><p>While you might want to remain impartial, apparently in 5E the "rules" that are "supposed to say whether an expert smith has a +7, or some other number" don't exist. This was intentionally done to allow the DM to decide what that number should be.</p><p></p><p>As a general guideline, I like to think of the modifiers as representing a standard deviation or the "next level of ability" for each +1. For example, in academics I might rate:</p><p></p><p>Intelligence:</p><p>10-11 = IQ 100</p><p>12-13 (+1) = IQ 115</p><p>14-15 (+2) = IQ 130</p><p>16-17 (+3) = IQ 145 ("Genius" level)</p><p>18-19 (+4) = IQ 160</p><p>20 (+5) = IQ 175+</p><p></p><p>Proficiency:</p><p>+0 = Middle school or less (what you know or can do is based solely on your ability score)</p><p>+2 = High school</p><p>+3 = Associate's degree (2-years in college)</p><p>+4 = Bachelor's degree (4-years)</p><p>+5 = Master's degree (6-years)</p><p>+6 = Doctorate degree (8+ years)</p><p></p><p>I am sure others might scale this differently, but it is really all subjective.</p><p></p><p>So, if I combine the general knowledge about a subject along with increased reasoning, understanding, recall speed, etc. from a high IQ (say 150) then I would have an INT 16. Add to that a decade of studying "higher" levels of the topic, such as a Master's or PHD, and the total skill modifier might be +3 and + 5 for a +8 total. If you want someone to be truly exceptional, grant that NPC the Expertise feature, for a +13 total.</p><p></p><p>Think about what +13 means... A DC 20 "Hard" task would be routine. You could not even have to make the roll (assume 10) unless there is the potential for horrible consequences if you fail. And it means 1 out of 5 times you are likely to complete a DC 30 "Nearly Impossible" task (17 or higher or 20% chance).</p><p></p><p>It is said with about 10,000 hours of study/practice/use comes "mastery". I would normally rate a master's proficiency at +4 to +6, and add Expertise if I want to REALLY make the NPC exceptional, with a very good ability mod of +3 or higher, hopefully putting the NPC in the +10 to +15 range.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7598301, member: 6987520"] While you might want to remain impartial, apparently in 5E the "rules" that are "supposed to say whether an expert smith has a +7, or some other number" don't exist. This was intentionally done to allow the DM to decide what that number should be. As a general guideline, I like to think of the modifiers as representing a standard deviation or the "next level of ability" for each +1. For example, in academics I might rate: Intelligence: 10-11 = IQ 100 12-13 (+1) = IQ 115 14-15 (+2) = IQ 130 16-17 (+3) = IQ 145 ("Genius" level) 18-19 (+4) = IQ 160 20 (+5) = IQ 175+ Proficiency: +0 = Middle school or less (what you know or can do is based solely on your ability score) +2 = High school +3 = Associate's degree (2-years in college) +4 = Bachelor's degree (4-years) +5 = Master's degree (6-years) +6 = Doctorate degree (8+ years) I am sure others might scale this differently, but it is really all subjective. So, if I combine the general knowledge about a subject along with increased reasoning, understanding, recall speed, etc. from a high IQ (say 150) then I would have an INT 16. Add to that a decade of studying "higher" levels of the topic, such as a Master's or PHD, and the total skill modifier might be +3 and + 5 for a +8 total. If you want someone to be truly exceptional, grant that NPC the Expertise feature, for a +13 total. Think about what +13 means... A DC 20 "Hard" task would be routine. You could not even have to make the roll (assume 10) unless there is the potential for horrible consequences if you fail. And it means 1 out of 5 times you are likely to complete a DC 30 "Nearly Impossible" task (17 or higher or 20% chance). It is said with about 10,000 hours of study/practice/use comes "mastery". I would normally rate a master's proficiency at +4 to +6, and add Expertise if I want to REALLY make the NPC exceptional, with a very good ability mod of +3 or higher, hopefully putting the NPC in the +10 to +15 range. [/QUOTE]
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