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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding Competence
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<blockquote data-quote="Staffan" data-source="post: 8507090" data-attributes="member: 907"><p>A thing to consider is that in the playtest, the difference between proficiency levels was only 1 point (so Legendary proficiency bonus was level+4). I'm one of those who thought 2 points per level would be better, but I might have been wrong. It would probably have been better to have different benefits for higher proficiency levels, along the lines of Repair and Treat Wounds. For example, Recall Knowledge could give you more information at higher proficiencies, Thievery could give you more successes toward disarming/lockpicking, and things like that. Some of that can be found among skill feats, but perhaps some should have been baseline.</p><p></p><p>Another thing is that there's not really any mechanic for <strong>effort</strong> in PF2. Well, there are hero points, but those are rare, rerolls are fickle things (particularly if your odds aren't good to begin with), and one might be loathe to spend a potentially life-saving hero point on rerolling a skill check. If you take a game like TORG Eternity, for example, players have both Possibilities and cards they can spend to improve their rolls (after rolling, so you only spend resources if they'll actually make you succeed (or reach the right success level). That means that even someone with middling skill probably <strong>can</strong> succeed in a thing they find important, it will just be expensive; while someone who's good at the thing probably can get by just using their skill.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8507090, member: 907"] A thing to consider is that in the playtest, the difference between proficiency levels was only 1 point (so Legendary proficiency bonus was level+4). I'm one of those who thought 2 points per level would be better, but I might have been wrong. It would probably have been better to have different benefits for higher proficiency levels, along the lines of Repair and Treat Wounds. For example, Recall Knowledge could give you more information at higher proficiencies, Thievery could give you more successes toward disarming/lockpicking, and things like that. Some of that can be found among skill feats, but perhaps some should have been baseline. Another thing is that there's not really any mechanic for [B]effort[/B] in PF2. Well, there are hero points, but those are rare, rerolls are fickle things (particularly if your odds aren't good to begin with), and one might be loathe to spend a potentially life-saving hero point on rerolling a skill check. If you take a game like TORG Eternity, for example, players have both Possibilities and cards they can spend to improve their rolls (after rolling, so you only spend resources if they'll actually make you succeed (or reach the right success level). That means that even someone with middling skill probably [B]can[/B] succeed in a thing they find important, it will just be expensive; while someone who's good at the thing probably can get by just using their skill. [/QUOTE]
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