CleverNickName
Limit Break Dancing (He/They)
Well, let's see what happens when we break it.
Halfling rogue (thief) with 20 Dex and +6 proficiency bonus, Expertise in Thieves' Tools, Lucky feat.
Total bonus: +17, automatically rerolls a nat-1s, Lucky feat to reroll again if necessary.
Effect on the math of the game:
Very Easy (DC 5): automatic success
Easy (DC 10): automatic success
Medium (DC 15): automatic success
Hard (DC 20): succeed 95% of the time
Very Hard (DC 25): succeed 70% of the time
Nearly Impossible (DC 30): succeed 45% of the time
Effect on the way the game is played:
Most locks are no longer challenging, so most locks will be hand-waved: no rolls will be made for lockpicking except for the most challenging ones in the game (DC 25 or 30). So unless everyone in the game world suddenly installs high-security locks on their jewelry boxes and cellar doors, the player may never be asked to make the check ever again. Expertise and high level has effectively rendered this skill obsolete for the character.
Same exercise, different skill: let's say the halfling rogue also has expertise in Stealth. That's a +17 to stealth checks.
Effect on the math of the game:
Most monsters have a Passive Perception between 10 or 15. The rogue automatically hides from them.
The highest PP in the game so far is Tiamat, with a PP of 36. The rogue can never hide from Tiamat.
Effect on the way the game is played:
The rogue effectively gains invisibility at will, as a bonus action. Most creatures now have to spend an Action or a spell slot to have a chance at spotting the rogue.
The rogue automatically hides from everyone in the party, including the cleric who needs to see him in order to target him with healing, the bard who needs to target him with buffs, and the wizard who might accidentally drop a prismatic wall through his space.
Conclusion: In my opinion, Expertise doesn't break the game...but it does change it.
Halfling rogue (thief) with 20 Dex and +6 proficiency bonus, Expertise in Thieves' Tools, Lucky feat.
Total bonus: +17, automatically rerolls a nat-1s, Lucky feat to reroll again if necessary.
Effect on the math of the game:
Very Easy (DC 5): automatic success
Easy (DC 10): automatic success
Medium (DC 15): automatic success
Hard (DC 20): succeed 95% of the time
Very Hard (DC 25): succeed 70% of the time
Nearly Impossible (DC 30): succeed 45% of the time
Effect on the way the game is played:
Most locks are no longer challenging, so most locks will be hand-waved: no rolls will be made for lockpicking except for the most challenging ones in the game (DC 25 or 30). So unless everyone in the game world suddenly installs high-security locks on their jewelry boxes and cellar doors, the player may never be asked to make the check ever again. Expertise and high level has effectively rendered this skill obsolete for the character.
Same exercise, different skill: let's say the halfling rogue also has expertise in Stealth. That's a +17 to stealth checks.
Effect on the math of the game:
Most monsters have a Passive Perception between 10 or 15. The rogue automatically hides from them.
The highest PP in the game so far is Tiamat, with a PP of 36. The rogue can never hide from Tiamat.
Effect on the way the game is played:
The rogue effectively gains invisibility at will, as a bonus action. Most creatures now have to spend an Action or a spell slot to have a chance at spotting the rogue.
The rogue automatically hides from everyone in the party, including the cleric who needs to see him in order to target him with healing, the bard who needs to target him with buffs, and the wizard who might accidentally drop a prismatic wall through his space.
Conclusion: In my opinion, Expertise doesn't break the game...but it does change it.
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