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Proficiency vs. Ability vs. Expertise
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<blockquote data-quote="Esker" data-source="post: 7647054" data-attributes="member: 6966824"><p>Oh, I missed the bit about making nat 20 auto-succeed. I have to say I like that less than making nat 1 auto-fail, since you lose the possibility of a check that only a highly skilled character has any chance of making, and you remove the DM's ability to let the character roll for something they actually intend to be impossible. What if instead of auto-success, you made a nat 20 trigger a bonus die that gets added to the total, say the size of your proficiency die?</p><p></p><p>As for the stacking advantage bit, yes, there's still some value, but the third die is worth at best half of what the second die is worth. Although it might be that since you're starting with lower mods than you do under RAW it tends to bring up the value of advantage since the base success chance is moving closer to 50% in most cases. Though I doubt that there will be many cases where the third die is worth more than the second one was under RAW, in which case you're creating an imbalance among rogue subclasses, with some having some of their features weakened, while others are unaffected. Which would be okay if it were moving the subclasses toward parity, but Arcane Trickster, for example, which was already one of the strongest subclasses, gets even stronger, relatively speaking, since none of their value is derived from extra sources of advantage on skill checks, while Inquisitive and Assassin, which were already relatively weak, get weaker.</p></blockquote><p></p>
[QUOTE="Esker, post: 7647054, member: 6966824"] Oh, I missed the bit about making nat 20 auto-succeed. I have to say I like that less than making nat 1 auto-fail, since you lose the possibility of a check that only a highly skilled character has any chance of making, and you remove the DM's ability to let the character roll for something they actually intend to be impossible. What if instead of auto-success, you made a nat 20 trigger a bonus die that gets added to the total, say the size of your proficiency die? As for the stacking advantage bit, yes, there's still some value, but the third die is worth at best half of what the second die is worth. Although it might be that since you're starting with lower mods than you do under RAW it tends to bring up the value of advantage since the base success chance is moving closer to 50% in most cases. Though I doubt that there will be many cases where the third die is worth more than the second one was under RAW, in which case you're creating an imbalance among rogue subclasses, with some having some of their features weakened, while others are unaffected. Which would be okay if it were moving the subclasses toward parity, but Arcane Trickster, for example, which was already one of the strongest subclasses, gets even stronger, relatively speaking, since none of their value is derived from extra sources of advantage on skill checks, while Inquisitive and Assassin, which were already relatively weak, get weaker. [/QUOTE]
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