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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #4: Druid
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<blockquote data-quote="tetrasodium" data-source="post: 8109269" data-attributes="member: 93670"><p>I think rogue hits a good sweet spot where they have a lot of class features & knacks that focus on giving expertise dice to a couple skills whle adding new trappings to those skills expanding how they can be used for you or just giving powerful new features alongside that expertise die.<em> (Cypher: expertise die deception+some stuff allowing deception to be used in new ways. distraction: expertise die on perform+ new way of using it. Veiled Threat: expertise die on intimidate+new way of using it. Tricky intimidation: expertise die on intimidate+powerful new way of using it. Quick frisk: expertise die on sleight of hand plus new ways of situationally using it to sub for investigate/perception/insight. Spot tell: expertise die on insight+powerful new way of using it. Costumer: expertise die on insight & opponents have disadvantage to see through it. True lie: expertise die on peruasion+new way of using it to sub for persuade. Walk it back: expertise die on deception+powerful new way of using it. Agie athlete: expertise die on athletics+climb speed. Boobytrapper: expertise die on sleight of hand+new way of using it. Delay Trap: expertise die on thieve's tools+new use for them... so on & so forth,). </em>The druid class & knacks don't have that kind of "this is my skill niche & I will use it in ways you can't just from your background proficiency." You could blame some of that on the fact that druid skills are largely bottom of the barrel while rogue skills tend to be top shelf ones among skills, but doing that raises the question of why the addons that go with the expertise die on $skill knacks are so limited & so bad rather than stronger to make up for the bottom rack skills in other ways.</p><p></p><p>It would be a mistake to have a shared knacks chapter because then it means top shelf quality knacks need to be more limited to account for the fact that any cladss can get them rather than the class(es) they were designed for & you take them from a few cool options for your class to one or two must take options for everyone but this or that unlucky class..</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8109269, member: 93670"] I think rogue hits a good sweet spot where they have a lot of class features & knacks that focus on giving expertise dice to a couple skills whle adding new trappings to those skills expanding how they can be used for you or just giving powerful new features alongside that expertise die.[I] (Cypher: expertise die deception+some stuff allowing deception to be used in new ways. distraction: expertise die on perform+ new way of using it. Veiled Threat: expertise die on intimidate+new way of using it. Tricky intimidation: expertise die on intimidate+powerful new way of using it. Quick frisk: expertise die on sleight of hand plus new ways of situationally using it to sub for investigate/perception/insight. Spot tell: expertise die on insight+powerful new way of using it. Costumer: expertise die on insight & opponents have disadvantage to see through it. True lie: expertise die on peruasion+new way of using it to sub for persuade. Walk it back: expertise die on deception+powerful new way of using it. Agie athlete: expertise die on athletics+climb speed. Boobytrapper: expertise die on sleight of hand+new way of using it. Delay Trap: expertise die on thieve's tools+new use for them... so on & so forth,). [/I]The druid class & knacks don't have that kind of "this is my skill niche & I will use it in ways you can't just from your background proficiency." You could blame some of that on the fact that druid skills are largely bottom of the barrel while rogue skills tend to be top shelf ones among skills, but doing that raises the question of why the addons that go with the expertise die on $skill knacks are so limited & so bad rather than stronger to make up for the bottom rack skills in other ways. It would be a mistake to have a shared knacks chapter because then it means top shelf quality knacks need to be more limited to account for the fact that any cladss can get them rather than the class(es) they were designed for & you take them from a few cool options for your class to one or two must take options for everyone but this or that unlucky class.. [/QUOTE]
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Level Up Playtest Document #4: Druid
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