howandwhy99
Adventurer
I admit to liking the concepts behind expertise dice design, but I don't really care for the design itself. Forgive the word, but it's too metagamey for me to hide behind the screen for the players to use those options without their knowledge.
As to rogue abilities overlapping other classes, I think that's sort of the point. I think every class gets combat abilities, but the fighter is the best. Every class has the ability to use magic too and heal and sneak around and disarm traps or befriend allies or whatever. It's just those classes that are the experts in those fields are the experts.
Classes need some overlap anyways to make them compatible with each other when characters of different classes form a single group. It allows not only common ground and joint experience, but shared objectives - even if those objectives are weighted differently for different classes and characters. It's okay to have different priorities from others and to work on multiple goals while still gaining something out of it when an ally succeeds in theirs.
As to rogue abilities overlapping other classes, I think that's sort of the point. I think every class gets combat abilities, but the fighter is the best. Every class has the ability to use magic too and heal and sneak around and disarm traps or befriend allies or whatever. It's just those classes that are the experts in those fields are the experts.
Classes need some overlap anyways to make them compatible with each other when characters of different classes form a single group. It allows not only common ground and joint experience, but shared objectives - even if those objectives are weighted differently for different classes and characters. It's okay to have different priorities from others and to work on multiple goals while still gaining something out of it when an ally succeeds in theirs.