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<blockquote data-quote="JiffyPopTart" data-source="post: 7993643" data-attributes="member: 4881"><p>You have two tools in your GM toolbelt to use for ALL of these circumstances.....</p><p></p><p>1. You can let a PC add their Proficiency bonus to any checks that they would be considered to have experience in. This can go from +2 to +6 throughout their career. If a PC is a bookkeeper...then anything related to bookkeeping can be judged as being able to add PROF bonus to the roll. For NPCs you can make up whatever proficiency bonus makes sense for the character using that same scale. I would limit the values being +2 (for an entry level NPC) up to +12 (for the best at a profession in the world NPC).</p><p></p><p>2. Anytime a character has extenuating circumstances at succeeding in a roll (someone is assisting, they have lots of time, they have a special tool that makes the job easier) then you can grant ADVANTAGE to the roll. Similarly you can assign DISADVANTAGE if the opposite is true.</p><p></p><p>Using just the two rules listed above you can, with minimal effort, recreate any of the skills missing from the game. You don't need to ad-hoc different systems for each skill, just use the two rules above for EVERY skill.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7993643, member: 4881"] You have two tools in your GM toolbelt to use for ALL of these circumstances..... 1. You can let a PC add their Proficiency bonus to any checks that they would be considered to have experience in. This can go from +2 to +6 throughout their career. If a PC is a bookkeeper...then anything related to bookkeeping can be judged as being able to add PROF bonus to the roll. For NPCs you can make up whatever proficiency bonus makes sense for the character using that same scale. I would limit the values being +2 (for an entry level NPC) up to +12 (for the best at a profession in the world NPC). 2. Anytime a character has extenuating circumstances at succeeding in a roll (someone is assisting, they have lots of time, they have a special tool that makes the job easier) then you can grant ADVANTAGE to the roll. Similarly you can assign DISADVANTAGE if the opposite is true. Using just the two rules listed above you can, with minimal effort, recreate any of the skills missing from the game. You don't need to ad-hoc different systems for each skill, just use the two rules above for EVERY skill. [/QUOTE]
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