D&D 5E Expertise "Fix" (a.k.a. Increasing Variation)

DogBackward

First Post
Personally, I'm a big fan of Expertise Dice, but I do agree that they could use some work. What I'd like to see is Expertise Dice given a baseline ability: if you have Expertise Dice, you can spend them when you hit with an attack to deal bonus damage. No need for a maneuver to allow it, that's just what they do on their own.

From there, it seems like the best way to keep things different and interesting would be to vary the tables for Expertise progression. This can, I think, give a lot of extra flavor to each class that uses them without having to do a lot of extra work. And, for the sake of this suggestion, I actually would like to see all Expertise users get maneuvers as a default (because that's important for reinforcing the Rogue's niche).

The Fighter should be the king of Expertise, and start with higher dice (1d6 instead of 1d4), and stay a bit higher in die size. He gets the biggest Expertise Dice, and perhaps could be the only class whose Expertise Dice can be d12's. Fighters are just The Best at fighting; a Fighter's maneuver is just, at the basic level, better than the same maneuver used by someone else. They're Fighters, it's what they do.

Rogues could get more maneuvers known. That's what Rogues do; they have a never-ending bag of tricks. So while the Rogue would have lower Expertise dice than the Fighter, they'd have more different things to do with them. And, of course, their maneuvers would be less overt smash-your-face maneuvers, and more things that take advantage of weak points... or create weak points. The Rogue could have some maneuvers that are better, but only in specific situations.

Other classes could use other twists on this. The Monk, for example, could get more Expertise dice of a lower value. Where the Fighter has 3d12 at level 10 (I know it's 3d10 right now, but with the Fighter die-bump above, it would be 3d12), the Monk might have 5d6. If they both blow all their dice on damage, then the Fighter wins out by a bit. But the Monk, being the classic swift-as-the-wind type, will be able to use more different maneuvers in a single round. The classic trade-off of sheer numbers vs. versatility and options.

The point here being that locking the Expertise progression into a single table used for all classes is actually severely limiting the chances for variability among the classes. With a system like Expertise, you can accomplish a lot of flavorful stuff just by changing up who gets how many dice, how big they are, and when they get them.
 

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I don't think Rogues should get combat maneuvers. Why would they? They're not Fighters.

I can tolerate them getting expertise dice to damage (just as a handwave to make the math work), but they shouldn't be the ones with the big bag of tricks in combat. That should be the Fighter.
 

Rogues do have all sorts of tricks that they traditionally use, though. They're not direct combat-stuff, but you always see Rogues trying something to hinder their enemies or save their own skins. With no spells, maneuvers are still the absolute best way to model things like that. That, and just giving them a bunch of class features that model it... at which point, why bother when maneuvers work just as well?
 

DogBackward, some good ideas there.

I would add an expertise dice progression table.

The fighter does the most damage or blocks the most damage. He should get the higher rolls. But the rogue is fast and can do many actions. He should have lower dice but more of them.

Fighter-Type Classes
1st level - 1d6
2nd level - 1d8
3rd level - 1d10
4th level - 2d6
5th level - 2d8
6th level - 2d10
Fighter-Type Maneuvers, Parry, Protect, Deadly Strike, Shield Smash, Gauntlet Gash, etc.. things a brute fighter would do.

Rogue-Type Classes
1st level - 1d4
2nd level - 1d4
3rd level - 2d4
4th level - 2d4
5th level - 3d4
6th level - 3d4
Rogue-Type Maneuvers, Tumble, Dodge, Exploit Weakness, Double Time.. things a rouge would do.


2012Nov26 - fixed some skill rolls
My 5th Edition Play-Test Tracker
http://kira3696.tripod.com
 
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Well, I did already talk about using different progressions of dice. But, as I said above, I think it would be better if the Rogue had more maneuver to choose from, rather than more dice. At least, if we're gonna insist on having an assload of classes (when the primary four would easily suffice...), it makes more sense. The Fighter is the best at maneuvers, so gets he biggest dice. The Rogue just plain has more tricks up his sleeve, so gets more maneuvers known. The Monk is actually, traditionally, the class that gets more attacks and can do more maneuvers at once, so it's the Monk that should get more dice, not the Rogue.

If they come to their senses and just use Fighter, Rogue, Wizard and Cleric with Themes and Backgrounds to differentiate, then I'd agree that the Rogue should have more dice, but smaller. But that's the only case where I'd back that decision.
 

I like that idea that some classes have worse dice but more of them. OTOH something like that never happened to casters in previous editions. There has never been a class that had less spell levels than wizard but more slots, and I wonder why.
Anyway, rogue with lower and more dice sounds like fun!

Code:
Level  Fighter   Rogue
1      1d4       1d4
2      1d6       1d4
3      1d10      2d4
4      2d6       2d4
5      2d6       2d4
6      2d6       2d4
7      1d6+1d8   3d4
8      2d8       3d4
9      2d8       3d4
10     3d8       3d6
 
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