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General Tabletop Discussion
*Dungeons & Dragons
Interesting House Rules - Bonus Action for Skills - What are the Problems?
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<blockquote data-quote="Pauper" data-source="post: 7382346" data-attributes="member: 17607"><p>It seems to me that the main 'problem' these house rules set out to solve is 'why do I have to spend my action doing this thing that isn't an attack?'</p><p></p><p>The proposed solutions do have the advantage that they reward characters for choosing specific proficient skills, though the fact that they all have a combat focus (hiding, detecting hidden enemies, escaping a grapple, and recalling specific knowledge during combat are all combat-focused uses of these skills) threatens to make these skills over-valued when compared with skills that don't have combat utility, or skills that have conditional combat utility but don't have an explicit use (such as Athletics -- why not have Athletics also provide the 'bonus action escape' as well as Acrobatics?).</p><p></p><p>One other nitpick -- the 'use Acrobatics to escape twice' re-establishes a balance that seems to be deliberately absent in 5e grappling rules. The rules allow a creature to attempt as many grapple checks as it has attacks ("When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, <em>this attack replaces one of them</em>." [emphasis mine], but only to attempt one escape per turn ("A grappled creature can use its action to escape.") Breaking this asymmetry allows high-mobility characters to effectively negate the main ability that opponents will have to limit its movement without significantly affecting their combat ability. If this is what you want, no problem, but I would not make this change, as highly mobile PCs are already very difficult to deal with without specific counter-measures, and the grapple is a good general-purpose option for allowing most encounters an opportunity to limit high-mobility PCs and the damage they can do.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7382346, member: 17607"] It seems to me that the main 'problem' these house rules set out to solve is 'why do I have to spend my action doing this thing that isn't an attack?' The proposed solutions do have the advantage that they reward characters for choosing specific proficient skills, though the fact that they all have a combat focus (hiding, detecting hidden enemies, escaping a grapple, and recalling specific knowledge during combat are all combat-focused uses of these skills) threatens to make these skills over-valued when compared with skills that don't have combat utility, or skills that have conditional combat utility but don't have an explicit use (such as Athletics -- why not have Athletics also provide the 'bonus action escape' as well as Acrobatics?). One other nitpick -- the 'use Acrobatics to escape twice' re-establishes a balance that seems to be deliberately absent in 5e grappling rules. The rules allow a creature to attempt as many grapple checks as it has attacks ("When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, [i]this attack replaces one of them[/i]." [emphasis mine], but only to attempt one escape per turn ("A grappled creature can use its action to escape.") Breaking this asymmetry allows high-mobility characters to effectively negate the main ability that opponents will have to limit its movement without significantly affecting their combat ability. If this is what you want, no problem, but I would not make this change, as highly mobile PCs are already very difficult to deal with without specific counter-measures, and the grapple is a good general-purpose option for allowing most encounters an opportunity to limit high-mobility PCs and the damage they can do. -- Pauper [/QUOTE]
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