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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="Esker" data-source="post: 7642952" data-attributes="member: 6966824"><p>It's not going to be for every table; I recognize that. If your players like the chaos inherent in the uniform distribution of a d20, then leave things alone. But for me, if there's a DC 30 "impossible" task, then the fact that the level 5 super-specialist has a negligible chance to succeed gives them more to look forward to. If they take another ASI at level 8, then at level 9 they're able to do the impossible 10% of the time, which is pretty impressive. By level 13, they're up to 21%. Contrast that to the d20 roll, where they're able to do impossible things 20% of the time at level 9 and 30% of the time at level 13. At those levels, doesn't it take some fun out if you're doing supposedly impossible things nearly one out of every three tries? And if you don't expect to get to that high a level, then you still have "nearly impossible" things (DC 27, say) where the super-expert has that 'expanded crit range' chance of succeeding at level 5, and the "super hard" (DC 24) that they need the equivalent of a natural 17 to do. If you just have the impressiveness of the reach tasks increase as characters level, then you give the master a sense of ascending awesomeness.</p></blockquote><p></p>
[QUOTE="Esker, post: 7642952, member: 6966824"] It's not going to be for every table; I recognize that. If your players like the chaos inherent in the uniform distribution of a d20, then leave things alone. But for me, if there's a DC 30 "impossible" task, then the fact that the level 5 super-specialist has a negligible chance to succeed gives them more to look forward to. If they take another ASI at level 8, then at level 9 they're able to do the impossible 10% of the time, which is pretty impressive. By level 13, they're up to 21%. Contrast that to the d20 roll, where they're able to do impossible things 20% of the time at level 9 and 30% of the time at level 13. At those levels, doesn't it take some fun out if you're doing supposedly impossible things nearly one out of every three tries? And if you don't expect to get to that high a level, then you still have "nearly impossible" things (DC 27, say) where the super-expert has that 'expanded crit range' chance of succeeding at level 5, and the "super hard" (DC 24) that they need the equivalent of a natural 17 to do. If you just have the impressiveness of the reach tasks increase as characters level, then you give the master a sense of ascending awesomeness. [/QUOTE]
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