In this week's D&D Next Q&A, @wotc_Rodney talks about check bonuses, spell DCs and stat caps.
I think superior expertise +12 may be too steep for check DCs and make the gap between untrained and expert to big. I still prefer if we'd simply ditch Spellcasting Bonus.
Eh... I'm not so sure to tell you the truth. If DC 10 is Easy, DC 15 is Moderate, and DC 20 is Hard... a Hard task for someone with complete superior expertise (+12) is still going to fail about 2 out of every 5 times (7 or less on a d20). And considering +12 I think is meant to be the absolute character maximum (IE a 20th level character fully trained in everything to get there)... having them fail a little less than half of all Hard checks is not that big of a deal.
2. I'm not entirely sure I agree with the logic here. They claim that since spells that do damage often do half damage on a save that people are more likely to put them in high level slots as opposed to utility spells like Entangle. However, I think this logic is backwards. If your damaging spells do half on a successful save, then you will get some effect out of them even if you prepare them in your low level slots. Meanwhile utility spells tend to have no effect at all one a failed save. Doesn't it make more sense to prepare these in your highest slots for the save DC boost in order to make sure they do something?
@DEFCON 1They said the Task DC will be revised, so not sure about the final result with +17 total possible. We'll have to wait and see.
I don't see that as a bad thing. Let the guy who put everything into being the best thief have his moments to shine, imho.1. I'm mostly in agreement with this logic. +12 still does seem pretty high and seems likely that they are doing this mostly so they can set DCs at 25 and know that anyone without the "extra training" can almost never succeed at DC 25 tasks without a natural 20.
I would think it depends on your specialty. If I were to build Malcolm in 5e (I will eventually), I'd have his high-level spells be utility for that very reason. On the other hand, If I want a blaster caster, I'd still put my powerful offensive spells there to get the biggest bang for the buck and not feel like I got nothing if they do save.2. I'm not entirely sure I agree with the logic here. They claim that since spells that do damage often do half damage on a save that people are more likely to put them in high level slots as opposed to utility spells like Entangle. However, I think this logic is backwards. If your damaging spells do half on a successful save, then you will get some effect out of them even if you prepare them in your low level slots. Meanwhile utility spells tend to have no effect at all one a failed save. Doesn't it make more sense to prepare these in your highest slots for the save DC boost in order to make sure they do something?
[/quote]20 is, technically, after racials/class(ials?) bonuses are applied. Your character still has to reach 18 to even work past it. The more you hem it in, the less room you have for other things, especially with bounded accuracy.3. I think I'd prefer stats to be capped at 18 as well, both for traditional reasons and to have less difference between the lowest and highest bonus in the party.