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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="Esker" data-source="post: 7645220" data-attributes="member: 6966824"><p>Yes. Proficiency gets a big boost overall in this system for moderate DCs. In fact, at a +0 ability mod the gap between proficient and non-proficient is wider here than in RAW for DCs between 8 + ability mod and 20 + ability mod (that window shifts up with the ability mod; it will also shift a bit after level 9, but not by a lot). And the absolute success rate of proficient characters is boosted too for the DC window 7 + abi to 15 + abi. Meanwhile the absolute success rate for characters with expertise is decreased for essentially all checks (the only exception being a little boost to extremely high DC checks), and the gap between expertise and proficiency is smaller than it is in RAW outside the 18 + abi to 25 + abi window. So I am not sure where you thought I was increasing the power of expertise.</p><p></p><p>I believe every single game example given in this thread, by you and others, as evidence for the position that expertise is too strong are instances where the DC is moderate (like stealth checks where monsters have mediocre passive perception, or grapple checks where the monster isn't proficient). That's why I targeted that type of case, and this proposal reins that kind of thing in. But since another goal is giving in roughly equal measure to taking away, the natural thing to do seemed to be to make expert characters better at tasks where the success rate <em>isn't</em> near ceiling. You can think of this as a stand-in giving characters with expertise access to feats of skill that aren't available to characters without expertise, without having to go through and enumerate those feats of skill individually.</p><p></p><p>I take your point about the added complexity, but in terms of the result, I don't understand how this doesn't achieve your goals, unless, as I asked before I started on this project, your goal all along was making rogues and bards less distinctive as skill characters. You endorsed the list of goals and pitfalls that I wrote down, which led me to believe that you weren't, in fact, trying to knock down rogues and bards, just address a problem with bounded accuracy. And this definitely solves the bounded accuracy problem.</p></blockquote><p></p>
[QUOTE="Esker, post: 7645220, member: 6966824"] Yes. Proficiency gets a big boost overall in this system for moderate DCs. In fact, at a +0 ability mod the gap between proficient and non-proficient is wider here than in RAW for DCs between 8 + ability mod and 20 + ability mod (that window shifts up with the ability mod; it will also shift a bit after level 9, but not by a lot). And the absolute success rate of proficient characters is boosted too for the DC window 7 + abi to 15 + abi. Meanwhile the absolute success rate for characters with expertise is decreased for essentially all checks (the only exception being a little boost to extremely high DC checks), and the gap between expertise and proficiency is smaller than it is in RAW outside the 18 + abi to 25 + abi window. So I am not sure where you thought I was increasing the power of expertise. I believe every single game example given in this thread, by you and others, as evidence for the position that expertise is too strong are instances where the DC is moderate (like stealth checks where monsters have mediocre passive perception, or grapple checks where the monster isn't proficient). That's why I targeted that type of case, and this proposal reins that kind of thing in. But since another goal is giving in roughly equal measure to taking away, the natural thing to do seemed to be to make expert characters better at tasks where the success rate [I]isn't[/I] near ceiling. You can think of this as a stand-in giving characters with expertise access to feats of skill that aren't available to characters without expertise, without having to go through and enumerate those feats of skill individually. I take your point about the added complexity, but in terms of the result, I don't understand how this doesn't achieve your goals, unless, as I asked before I started on this project, your goal all along was making rogues and bards less distinctive as skill characters. You endorsed the list of goals and pitfalls that I wrote down, which led me to believe that you weren't, in fact, trying to knock down rogues and bards, just address a problem with bounded accuracy. And this definitely solves the bounded accuracy problem. [/QUOTE]
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