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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="DND_Reborn" data-source="post: 7646574" data-attributes="member: 6987520"><p>In the post you are referring to I was summarizing most of the ideas presented in the thread that I thought <em>might </em>have some merit. I had not yet tried running any numbers to see how they would actually affect things.</p><p></p><p>As I said in this quote, removing the expert's high ceiling is an issue I am trying to remove. Ideally, for the same ability score, proficiency and expertise should yield the same potential result. This difference is expertise should have an easier time getting to that result. If a ranger and a rogue have the same ability and proficiency, but the rogue has expertise, his mean result should be better, but his maximum should be the same as the ranger.</p><p></p><p></p><p></p><p>Well, we allow players to make characters who are as they want them based on concept, etc., not on team dynamics. While D&D has always been best played as a "group" game, I feel free to blame a game mechanic when it is nonsensical and only there to give a class "something" that is "theirs."</p><p></p><p></p><p></p><p>Well, as I have said before, my goal is to reduce the impact of expertise numerically (as it getting higher numbers), but replace it with options that are meaningful and fun options for the players. You've offered ideas along those lines, such as the second approach you mention below.</p><p></p><p></p><p></p><p>As I replied to those ideas, some I like and some I don't. Filling in the details for the tricks might happen, but probably won't. I don't like superiority dice in any class, so anything I ultimately come up with most likely reflect that (well, not reflect that, you know LOL).</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7646574, member: 6987520"] In the post you are referring to I was summarizing most of the ideas presented in the thread that I thought [I]might [/I]have some merit. I had not yet tried running any numbers to see how they would actually affect things. As I said in this quote, removing the expert's high ceiling is an issue I am trying to remove. Ideally, for the same ability score, proficiency and expertise should yield the same potential result. This difference is expertise should have an easier time getting to that result. If a ranger and a rogue have the same ability and proficiency, but the rogue has expertise, his mean result should be better, but his maximum should be the same as the ranger. Well, we allow players to make characters who are as they want them based on concept, etc., not on team dynamics. While D&D has always been best played as a "group" game, I feel free to blame a game mechanic when it is nonsensical and only there to give a class "something" that is "theirs." Well, as I have said before, my goal is to reduce the impact of expertise numerically (as it getting higher numbers), but replace it with options that are meaningful and fun options for the players. You've offered ideas along those lines, such as the second approach you mention below. As I replied to those ideas, some I like and some I don't. Filling in the details for the tricks might happen, but probably won't. I don't like superiority dice in any class, so anything I ultimately come up with most likely reflect that (well, not reflect that, you know LOL). [/QUOTE]
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