[Homebrew]Differentiating classes for the Social Pillar

Understood. It's a nerf to the social skills - they do nothing more, and they now only apply to specific groups.

That may fit your realism, but unless you thought that they were too strong, I think you need to put in a corresponding buff to keep the power of them at an even level.

Preferably not one that breaks bounded accuracy by changing the min/max of what you can roll, nor one that invalidates getting advantage/disadvantage some other way.

Yeah, I realize it nerfs social skills. I was thinking that you'd be at 1/2 your proficiency if you took a social skill but still didn't have the sub-group. The problem is that steps all over Jack of All trades.

And it's not really what I would do but the OP is looking for a way to differentiate different social groups and have different PCs fill different social roles. This would definitely do it, I think. I don't really think social skills are overpowered but He might have to lower difficulties by a couple points across the board, to make up for the fact that both NPC and PC numbers will be worse overall. I just can't think of a better way to do it without making the whole thing super complicated...but still do it in a way you don't have to use the advantage mechanism. I suppose you could just give a straight +2? I don't know what that does for bounded accuracy. Just pushes it by 2 points and still gives you advantage. It doesn't scale with level but neither does Advantage.
 

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