.
To a degree it can be, but not to the extent that it might seem because the die is already doubled
Advantage on a proficiency die is much closer to double expertise with regular proficiency bonus than double proficiency dice
They went out of their way to change from skill checks to ability checks then wrote everything else as if they were still skill checks unless you used a variant rule instead on top of writing 175-180 in a way that makes it looks like skills are hard coded to specific abilities. It certainly doesn't help that the race/background/class/sometimes archetype way of getting skills combined with an overly compressed skill selection makes it difficult to make changes with skills.
- Proficiency dice This is actually a pretty good rule that works well to put value on the ability mod portion of a skill check while bringing back the ability to use magic items that add+N to a skill, we settled on working them akin to how the brutal weapon property worked in 4e Personally we found the best way to handle expertise with these is to allow the proficiency die(not the d20) to be rolled with advantage rather than doubling it. The usual (dis)advantage on a d20 falls outside this rule & is unmodified in how it applies to the d20.
- I'd considered this, but it's a pretty strong nerf to expertise. This is another one of those cascading effects (the need to rebalance the rogue).
To a degree it can be, but not to the extent that it might seem because the die is already doubled
Advantage on a proficiency die is much closer to double expertise with regular proficiency bonus than double proficiency dice
I've never played castles & crusades or 13th age, but mixing d&d's absolutes with the vagueness of Ability check proficiency was just a mess of encouraged munchkinism when I tried it.
- Ability check proficiency: While I've not used it in d&d, it's effectively a less developed version of the same as the skill system used in fate freeport & similar to the overly stripped down fate accelerated(FAE is designed more for storyboarding than fate type ttrpg). I did use that for one or two games before the group asked to go back to fate's normal skills. It's a disaster & results in everyone acting in bizzare MrBean/inspector Clouseau-like ways trying to to weirdly apply skills in situations they have no place in. In short, it's a mess & huge headache for the GM.
Not really getting this issue at all. I've used the same system with Casles and Crusades (and to some extent with 13th Age) and never had any issues at all. D&D is, at this point pretty clear about what can and can't be done with ability scores. (With the biggest issue being Int vs Wis). FAE is deliberately vauge and I wouldn't want to touch it.
I think a lot of the reason for why boils down to some mix wotc dropping the ball here
- Personality trait proficiency: Ugh, this reeks of the old school trait/flaw tables where you pick some defects that will never nder any circumstances affect your character & gain cool stuff except without the possability of the gm ever using it against you.
This one is just awful, I agree. I would have said that the main benefit of these subsystems is that they make clear that proficiency is just a hack and it's easy to chop and change the skills and tools in a multitude of ways...except I guess they don't achieve that, because noone anywhere seems to have taken up the opportunity and run with it.
They went out of their way to change from skill checks to ability checks then wrote everything else as if they were still skill checks unless you used a variant rule instead on top of writing 175-180 in a way that makes it looks like skills are hard coded to specific abilities. It certainly doesn't help that the race/background/class/sometimes archetype way of getting skills combined with an overly compressed skill selection makes it difficult to make changes with skills.
my 4e experience is pretty limited, but it's no secret that hate & surges were two words that went together dp there is no way wotc could not have forgotten it regardless of why people hated them. The bolded bit is indeed the kinds of problems present in so much of dmg ch9 where x might work great if Y but the rule is unfinished so that's on the gm.I've never understood the hate for 4E's healing surges/13th Age's recoveries. If anything they put limits on characters' capabilities, more than the standard D&D system does. However this only works if the system interacts with magical healing. As this system does not, and leaves all the real work to the GM, it is uselss as written.