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L&L Sept 16th . The Latest on Skills
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6183896" data-attributes="member: 61749"><p>This is a valid point, but it also sheds light on a problem with mixing skills in a class based system.</p><p></p><p>When you choose a class, you aren't choosing what you know, but what your emphasis is. Skill points are declarations of what you know, and how much you know it. The one counteracts the advantages of the other.</p><p></p><p>The proficiency bonus mechanic is intended to work like classes. They represent the fields of study your character cares about, and are determined by your race, class, and background. When you create a character, you set his path in motion. You occasionally make choices to refine or divert that path, but only a handful to character choices are specific abilities (mostly spells and equipment).</p><p></p><p>As a default set of rules, I think its great, though it does provide the problem you pointed out, which is that there's no difference between a skill or weapon that a character just started learning, and one he's been studying for ten levels.</p><p></p><p>I'd be willing to rationalize that away as saying that greater experience helps you pick up skills faster, but I may also add a house rule that you only get half your proficiency bonus for at least a level.</p><p></p><p>Another fantastic feature of the proficiency bonus mechanic is that it is easily replaceable on a per character basis. One player could use skill points. Another could have a five rank system. It may even be possible to put a FATE style aspect system in its place.</p><p></p><p>And not just for skills. You could also create weapon skills to replace weapon proficiencies because everything uses the same mechanic to represent skill.</p><p></p><p>For these reasons, this is possibly the single best development in D&D Next. It's simple to understand, flexible, and amenable to modularity, all while building on D&D traditions.</p><p></p><p>Now, if only expertise was a multiplier instead of a flat bonus.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6183896, member: 61749"] This is a valid point, but it also sheds light on a problem with mixing skills in a class based system. When you choose a class, you aren't choosing what you know, but what your emphasis is. Skill points are declarations of what you know, and how much you know it. The one counteracts the advantages of the other. The proficiency bonus mechanic is intended to work like classes. They represent the fields of study your character cares about, and are determined by your race, class, and background. When you create a character, you set his path in motion. You occasionally make choices to refine or divert that path, but only a handful to character choices are specific abilities (mostly spells and equipment). As a default set of rules, I think its great, though it does provide the problem you pointed out, which is that there's no difference between a skill or weapon that a character just started learning, and one he's been studying for ten levels. I'd be willing to rationalize that away as saying that greater experience helps you pick up skills faster, but I may also add a house rule that you only get half your proficiency bonus for at least a level. Another fantastic feature of the proficiency bonus mechanic is that it is easily replaceable on a per character basis. One player could use skill points. Another could have a five rank system. It may even be possible to put a FATE style aspect system in its place. And not just for skills. You could also create weapon skills to replace weapon proficiencies because everything uses the same mechanic to represent skill. For these reasons, this is possibly the single best development in D&D Next. It's simple to understand, flexible, and amenable to modularity, all while building on D&D traditions. Now, if only expertise was a multiplier instead of a flat bonus. [/QUOTE]
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