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Nostalgia : Thief Percentages
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<blockquote data-quote="jgsugden" data-source="post: 7980638" data-attributes="member: 2629"><p>If you want this feel in 5E, just break up expertise. Instead of giving them expertise in 2 skills at levels 1 and 6, give them expertise or proficiency in a subset of skill uses and do so once per level. They could choose from a list like the below:</p><p></p><p>1.) Athletics (strength) when used to climb.</p><p>2.) Athletics (strength) when used to jump.</p><p>3.) Athletics (strength) when used to swim.</p><p>4.) Sleight of Hand (dexterity) when used to pick pockets.</p><p>5.) Sleight of Hand (dexterity) when used to hide objects.</p><p>6.) Stealth (dexterity) when used to move silently.</p><p>7.) Stealth (dexterity) when used to visually hide yourself.</p><p>8.) Perception (wisdom) when used to hear something.</p><p>9.) Perception (wisdom) when used to see something.</p><p>10.) Thieves tools (dexterity) when used to pick locks.</p><p>11.) Thieves tools (dexterity) when used to disable a trap.</p><p>12.) Deception (charisma) when used to tell a lengthy lie.</p><p>13.) Deception (charisma) when used to pretend to be someone else.</p><p></p><p>You could also add some options for replacements/augmentations rather than proficiency/expertise:</p><p></p><p>1.) Use dexterity instead of strength for athletics checks.</p><p>2.) Use intelligence, instead of wisdom, for perception checks.</p><p>3.) Use intelligence, instead of charisma, for persuasion checks.</p><p>4.) Use any set of tools (or other materials approved by the DM) to make thieves tools (dexterity) checks.</p><p>5.) You can move an additional 5 feet when using stealth and moving without incurring a penalty to your stealth role. This adjusts the distance you can move without penalty to your skill roll, not your movement speed.</p><p></p><p>You'll get that incremental feel back. You'll also see the rogue continue to develop for a longer period. In the end, they'll end up with more in the way of skills than they would under the normal rules, but it will take longer. However, as they can front load the most useful abilities, they will not suffer too much early on relative to the baseline rules.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7980638, member: 2629"] If you want this feel in 5E, just break up expertise. Instead of giving them expertise in 2 skills at levels 1 and 6, give them expertise or proficiency in a subset of skill uses and do so once per level. They could choose from a list like the below: 1.) Athletics (strength) when used to climb. 2.) Athletics (strength) when used to jump. 3.) Athletics (strength) when used to swim. 4.) Sleight of Hand (dexterity) when used to pick pockets. 5.) Sleight of Hand (dexterity) when used to hide objects. 6.) Stealth (dexterity) when used to move silently. 7.) Stealth (dexterity) when used to visually hide yourself. 8.) Perception (wisdom) when used to hear something. 9.) Perception (wisdom) when used to see something. 10.) Thieves tools (dexterity) when used to pick locks. 11.) Thieves tools (dexterity) when used to disable a trap. 12.) Deception (charisma) when used to tell a lengthy lie. 13.) Deception (charisma) when used to pretend to be someone else. You could also add some options for replacements/augmentations rather than proficiency/expertise: 1.) Use dexterity instead of strength for athletics checks. 2.) Use intelligence, instead of wisdom, for perception checks. 3.) Use intelligence, instead of charisma, for persuasion checks. 4.) Use any set of tools (or other materials approved by the DM) to make thieves tools (dexterity) checks. 5.) You can move an additional 5 feet when using stealth and moving without incurring a penalty to your stealth role. This adjusts the distance you can move without penalty to your skill roll, not your movement speed. You'll get that incremental feel back. You'll also see the rogue continue to develop for a longer period. In the end, they'll end up with more in the way of skills than they would under the normal rules, but it will take longer. However, as they can front load the most useful abilities, they will not suffer too much early on relative to the baseline rules. [/QUOTE]
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