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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="DND_Reborn" data-source="post: 7645100" data-attributes="member: 6987520"><p>Back from lunch, so here we go (some are mine, other gleaned from contributions):</p><p></p><p><em>EXPERTISE IDEAS for selected skills:</em></p><p></p><p></p><p>1. Flat +2 bonus.</p><p>2. Expertise doubles ability bonus instead of proficiency bonus.</p><p>3. Expertise bonus equals half proficiency bonus (round up).</p><p>4. Advantage on checks.</p><p>5. Expertise allows you to use your proficiency bonus or ability bonus, whichever is higher, twice as your modifer. If they are equal, use them both and add +1.</p><p>6. When you roll less than your combined levels in ther rogue class and bard class on a skill you have expertise in, treat the result as equal to your levels in the rogue and bard classes combined.</p><p>7a. First expertise (Rogue 1, Bard 3): a roll of less than 10 equals 10.</p><p>7b. Second expertise (Rogue 6, Bard 10): a roll of less than 15 equals 15. </p><p>8a. Non-Proficient: 1d20 + Ability</p><p>8b. Proficient: 1d20 + Ability + Proficiency (minimum roll of 5 + bonuses)</p><p>8c. Expertise: 1d20 + Ability + Proficiency (minimum roll of 10 + bonuses)</p><p></p><p><em>OTHER IDEAS:</em></p><p>Allow other classes to choose expertise in one class skill (or a particular skill by class).</p><p>Allow character to choose expertise in one background skill at the cost of proficiency in the other.</p><p>Roll 2d10 or 3d6 for checks (especially opposed checks) instead of d20.</p><p></p><p></p><p><em>OPTIONS FOR ROGUES:</em></p><p></p><p></p><p><strong>New Cunning Action options</strong></p><p>When you use your bonus action, you can choose to:</p><p></p><p></p><p><em><strong>Free Movement.</strong></em> You ignore difficult terrain until the start of your next turn.</p><p><em><strong>Misdirect.</strong></em> You choose one opponent you can see, and the next attack that opponent makes against you has disadvantage.</p><p><em><strong>Take Aim.</strong></em> You gain advantage on your next ranged attack roll until the end of your turn.</p><p><em><strong>Unbound.</strong></em> If you are grappled or restrained, you can make a Dexterity (Acrobatics) check to escape.</p><p><em><strong>Second Chance.</strong></em> If you miss with a melee attack, you can use your bonus action to make a second melee attack against the same target.</p><p><em><strong>Careful Strike.</strong></em> You can use your bonus action to add your DEX (or maybe INT?) modifier to damage with your weapon attacks until the end of your turn.</p><p><em><strong>Disarm.</strong></em> When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to cause the creature to drop one item of your choice that it is holding. Make a Dexterity (Sleight of Hand) check contested by the creature's athletics or acrobatics (their choice). If you succeed, the creature drops the item at its feet.</p><p></p><p><em>NEW FEATURES FOR ROGUES:</em></p><p></p><p></p><p><em><strong>Free Movement (revised).</strong></em> Beginning at 2nd level, you can pick the best path through difficult and hazardous terrain. If you make a DC 10 Wisdom (Perception) check, you can ignore difficult terrain while you are in it. If the terrain changes type, a new check is required. You can continue to make a check each round until you are successful.</p><p><em><strong>Scanning the Mark.</strong></em> If you spend 1 minute observing a creature (maybe require an Wisdom (Insight) check?), you double your proficiency bonus for the next skill check you make against that creature.</p><p><em><strong>Wait a Minute.</strong></em> If you spend 1 minute observing a situation, you double your proficiency bonus for the next skill check you make in that situation.</p><p></p><p></p><p>Those were all the ideas I liked for one reason or another and am considering somehow implementing.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7645100, member: 6987520"] Back from lunch, so here we go (some are mine, other gleaned from contributions): [I]EXPERTISE IDEAS for selected skills:[/I] 1. Flat +2 bonus. 2. Expertise doubles ability bonus instead of proficiency bonus. 3. Expertise bonus equals half proficiency bonus (round up). 4. Advantage on checks. 5. Expertise allows you to use your proficiency bonus or ability bonus, whichever is higher, twice as your modifer. If they are equal, use them both and add +1. 6. When you roll less than your combined levels in ther rogue class and bard class on a skill you have expertise in, treat the result as equal to your levels in the rogue and bard classes combined. 7a. First expertise (Rogue 1, Bard 3): a roll of less than 10 equals 10. 7b. Second expertise (Rogue 6, Bard 10): a roll of less than 15 equals 15. 8a. Non-Proficient: 1d20 + Ability 8b. Proficient: 1d20 + Ability + Proficiency (minimum roll of 5 + bonuses) 8c. Expertise: 1d20 + Ability + Proficiency (minimum roll of 10 + bonuses) [I]OTHER IDEAS:[/I] Allow other classes to choose expertise in one class skill (or a particular skill by class). Allow character to choose expertise in one background skill at the cost of proficiency in the other. Roll 2d10 or 3d6 for checks (especially opposed checks) instead of d20. [I]OPTIONS FOR ROGUES:[/I] [B]New Cunning Action options[/B] When you use your bonus action, you can choose to: [I][B]Free Movement.[/B][/I] You ignore difficult terrain until the start of your next turn. [I][B]Misdirect.[/B][/I] You choose one opponent you can see, and the next attack that opponent makes against you has disadvantage. [I][B]Take Aim.[/B][/I] You gain advantage on your next ranged attack roll until the end of your turn. [I][B]Unbound.[/B][/I] If you are grappled or restrained, you can make a Dexterity (Acrobatics) check to escape. [I][B]Second Chance.[/B][/I] If you miss with a melee attack, you can use your bonus action to make a second melee attack against the same target. [I][B]Careful Strike.[/B][/I] You can use your bonus action to add your DEX (or maybe INT?) modifier to damage with your weapon attacks until the end of your turn. [I][B]Disarm.[/B][/I] When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to cause the creature to drop one item of your choice that it is holding. Make a Dexterity (Sleight of Hand) check contested by the creature's athletics or acrobatics (their choice). If you succeed, the creature drops the item at its feet. [I]NEW FEATURES FOR ROGUES:[/I] [I][B]Free Movement (revised).[/B][/I] Beginning at 2nd level, you can pick the best path through difficult and hazardous terrain. If you make a DC 10 Wisdom (Perception) check, you can ignore difficult terrain while you are in it. If the terrain changes type, a new check is required. You can continue to make a check each round until you are successful. [I][B]Scanning the Mark.[/B][/I] If you spend 1 minute observing a creature (maybe require an Wisdom (Insight) check?), you double your proficiency bonus for the next skill check you make against that creature. [I][B]Wait a Minute.[/B][/I] If you spend 1 minute observing a situation, you double your proficiency bonus for the next skill check you make in that situation. Those were all the ideas I liked for one reason or another and am considering somehow implementing. [/QUOTE]
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