Remathilis
Legend
Which is one reason I'd rather have a skill give advantage to the attribute check, rather than add to it.
Why not resolve weapon attacks the same way?
Which is one reason I'd rather have a skill give advantage to the attribute check, rather than add to it.
Melee (Str)You can become proficient in weapons (which grant a bonus to attack rolls), tools (healer kits, thief tools) and skills (stealth, athletics, perception).
Hmmm... proficiency in weapons and non-weapons granting bonuses to attribute checks...
Hmmm... proficiency in weapons and non-weapons granting bonuses to attribute checks...
(1) Tool Proficiencies are great for those skills that should just be on/off. Riding horses and climbing fell here in the last test pack, and I'm fine with that. The absence of swimming from the list suggests (rightly) that it too might become a tool proficiency. I'd like that a lot. At the point that it becomes interesting to roll, being untrained really does mean failure.
(2) A short skill list with 1 STR skill, 3 DEX skills, 3 CHA skills, 6 INT skills, and 4 WIS skills (with the acknowledgement that there are situations where a roll makes sense not using the primary ability).
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--> is there a need for search? A basic INT roll should suffice on its own, I'd have thought, when working at this level of granularity.
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--> I think there should be a skill for "forbidden lore" -- something about the other planes etc. requiring a separate set of knowledge than Arcana or Religion.
--> The absence of a dungeoneering skill is also a significant design choice.
The problem is that static modifiers on a d20 are not a good way to model proficiency. You either have small modifiers and a largely random result or you have larger modifiers and a largely pre-determined result.
Rolls that rely on more dice are better, because there's less swing. Make everybody roll 3d6 instead of a d20 and suddenly the smaller modifiers are much more meaningful.
First off I see this as more a problem of DM guidelines and not a thing to addressed by the task resolution system directly. I really do not see how traps are detected or resolved as having a bearing on this. It can be a problem in any system. If the party have no capacity in dealing with traps and the DM throws a lot traps at them ( a problematic adventure design in my opinion) then the the party will rapidly acquire the capacity to deal with traps.@Ardaughter: Because every party is likely to have an expert, so if it is easy for experts to overcome challenges like traps, spotting something invisible, etc. then it is easy for the typical party to overcome these and it makes the available challenges a lot less varied and the game more boring. What is the point of a fantasy game where there is the possibility of facing an invisible enemy, or a strange acid spewing trap in a dungeon, if almost every party will include someone who can bypass the obstacle without a second thought? But if you make the DCs hard enough to make these things challenging for an expert, and the expert bonus is too high, then a party without a rogue, etc. is crippled against those challenges and the DM can't use the challenges against the party either without crushing the party without a reasonable chance of success.
Unless they expand Search to "Investigation" (which would include also noticing important details, finding clues/proofs, basically some kind of detective specialty), this skill is always going to be narrow and overlapping with Perception, so why not just rolling it into Perception?
Re: +5 for Experts
I think this is simply another way of saying "Reduce the difficulty for experts by one category". If Picking a Lock is DC15, eg, that's a "Hard" DC vs a DC10 "Average" DC. The +5 for experts bridges that gap. Things that are Hard for most people are Average for experts. That's not too big a jump and fits in that context. I am not so keen on the level-based proficiency adjustment (the +2 to +6) as I don't think the experience system accounts for skill improvement in a realistic way. I'd rather keep it static and only improve with explicit character choices (ie feats, built into some classes like rogue, etc) such that one "invests" in skills versus other things. But whatever, I can live with it.