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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="Esker" data-source="post: 7645140" data-attributes="member: 6966824"><p>Let's see how each of these options fares at achieving the goals and avoiding the side effects that I think we agree on as criteria.</p><p></p><p></p><p></p><p>Makes rogue strictly weaker than RAW, thus violates side effect #3.</p><p></p><p></p><p></p><p>Interesting. Makes expertise better at lower levels but with a lower ultimate ceiling. Could work.</p><p></p><p></p><p></p><p>All of these go in the wrong direction for your stated goals, I think. Setting hard floors on rolls, or making low rolls less likely while leaving the ceiling the same as proficiency, makes easy things easier, and makes hard things harder, for characters with expertise. So you wind up with more medium difficulty scenarios (such as stealth around enemies with low to moderate perception) where the rogue has no chance of failing, not less, and you lose the expert's higher ceiling, which wasn't one of the problems in the first place.</p><p></p><p></p><p></p><p>Has many of the same issues as the last category, since it makes it harder to get a low number, and also removes any incentive in-game to try to get advantage other ways, thus taking away an avenue by which fellow party members who aren't skill-focused can participate in the skill sphere by buffing the primary skill character.</p></blockquote><p></p>
[QUOTE="Esker, post: 7645140, member: 6966824"] Let's see how each of these options fares at achieving the goals and avoiding the side effects that I think we agree on as criteria. Makes rogue strictly weaker than RAW, thus violates side effect #3. Interesting. Makes expertise better at lower levels but with a lower ultimate ceiling. Could work. All of these go in the wrong direction for your stated goals, I think. Setting hard floors on rolls, or making low rolls less likely while leaving the ceiling the same as proficiency, makes easy things easier, and makes hard things harder, for characters with expertise. So you wind up with more medium difficulty scenarios (such as stealth around enemies with low to moderate perception) where the rogue has no chance of failing, not less, and you lose the expert's higher ceiling, which wasn't one of the problems in the first place. Has many of the same issues as the last category, since it makes it harder to get a low number, and also removes any incentive in-game to try to get advantage other ways, thus taking away an avenue by which fellow party members who aren't skill-focused can participate in the skill sphere by buffing the primary skill character. [/QUOTE]
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