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Expertise is RUINING THE GAME!
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<blockquote data-quote="Xaelvaen" data-source="post: 7632204" data-attributes="member: 6681906"><p>Early on, when we first started playing 5E, it was my players who came to me with a request to change expertise. With it being limited to two classes, the party felt doubling the very foundation of bound accuracy was an immediate failure. Over the many campaigns we've played using 5E, we've tried a few different variables here.</p><p></p><p><strong>Party's Favorite</strong></p><p><strong></strong>Expertise allowed a player to spend their Bonus Action during a Skill Test to make it <strong><em>Outstanding</em></strong>. If the skill check was a success, it accomplished some incredibly outlandish effect (that the player declared BEFORE making the roll). However, a failure resulted in a critical failure - they really loved the danger of Expertise in this way.</p><p>* A couple of Examples:</p><p></p><p>1) A Rogue attempting to use Thieves' Tools to pick a lock. He declared that his successful Expertise roll would allow him to not only unlock the door, but change the tumblers so that the key would no longer work. The mayor tried for hours to get that door open while the Rogue robbed him blind.</p><p></p><p>2) A Wizard/Rogue was attempting to use Arcana and figure out a puzzle I had created. He wanted his Expertise to make it so that he could manipulate the magic into more of a visual representation (hologram if you will) that everyone could see. Upon critically failing, the magic leaped to life and created a living Magic Missile spell from all the evocation used to create the lights and interactive devices in the room.</p><p></p><p>3) A Dex-based Warrior/Rogue wanted to bullrush an enemy off a cliff. Declared his Athletics Expertise to jump off the cliff with the target so it had no chance to grab the ledge, plant his feet on the helpless foe's chest, and kick back safely onto the ledge. -- Success -- Classic action-hero gameplay.</p><p></p><p></p><p><strong>My Favorite</strong></p><p><strong></strong>Expertise grants you an expendable resource that returns with a Long Rest. The amount of resource is equal to the proficiency bonus (2 at 1st, 3 at 5th, and so on). Any time a player rolls the chosen skill, they can expend a resource and add +1d6 to the total. The dice rolled never goes up (but I did add a feat at one point to let it be a d8), only the amount of times you can do it in a day. Using this method, however, I also gave those players the option of ignoring the Expertise, and instead choosing a new Trained skill.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7632204, member: 6681906"] Early on, when we first started playing 5E, it was my players who came to me with a request to change expertise. With it being limited to two classes, the party felt doubling the very foundation of bound accuracy was an immediate failure. Over the many campaigns we've played using 5E, we've tried a few different variables here. [B]Party's Favorite [/B]Expertise allowed a player to spend their Bonus Action during a Skill Test to make it [B][I]Outstanding[/I][/B]. If the skill check was a success, it accomplished some incredibly outlandish effect (that the player declared BEFORE making the roll). However, a failure resulted in a critical failure - they really loved the danger of Expertise in this way. * A couple of Examples: 1) A Rogue attempting to use Thieves' Tools to pick a lock. He declared that his successful Expertise roll would allow him to not only unlock the door, but change the tumblers so that the key would no longer work. The mayor tried for hours to get that door open while the Rogue robbed him blind. 2) A Wizard/Rogue was attempting to use Arcana and figure out a puzzle I had created. He wanted his Expertise to make it so that he could manipulate the magic into more of a visual representation (hologram if you will) that everyone could see. Upon critically failing, the magic leaped to life and created a living Magic Missile spell from all the evocation used to create the lights and interactive devices in the room. 3) A Dex-based Warrior/Rogue wanted to bullrush an enemy off a cliff. Declared his Athletics Expertise to jump off the cliff with the target so it had no chance to grab the ledge, plant his feet on the helpless foe's chest, and kick back safely onto the ledge. -- Success -- Classic action-hero gameplay. [B]My Favorite [/B]Expertise grants you an expendable resource that returns with a Long Rest. The amount of resource is equal to the proficiency bonus (2 at 1st, 3 at 5th, and so on). Any time a player rolls the chosen skill, they can expend a resource and add +1d6 to the total. The dice rolled never goes up (but I did add a feat at one point to let it be a d8), only the amount of times you can do it in a day. Using this method, however, I also gave those players the option of ignoring the Expertise, and instead choosing a new Trained skill. [/QUOTE]
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