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<blockquote data-quote="tetrasodium" data-source="post: 8794399" data-attributes="member: 93670"><p>No it really doesn't. Few things have high enough ac to matter & that gets worse as soon as the gm starts giving out magic items because they are expected in d&d.</p><p></p><p>Help IS restricted some in the new glossary & it's a good change. It's explicitly an action & players need to be proficient in the same skill alongside being close enough to help.</p><p></p><p>The fact that what things like help & guidance create such massive escalation in skills as your post illustrates is evidence of why guidance advantage & expertise is such a trainwreck in a system designed arounds bounded accuracy. You doing that while painting them as critical through this thread is good evidence for why many GMs have such dislike of them. There is not enough room in the math for the gm to add cool stuff that interacts with skills in a system so rife with overuse of Maslow's law/law of the hammer with advantage on top of a system already so stacked in favor of success by Bounded Accuracy before adding all the little one off mods that almost always lean the stacking even further... Tossing expertise into the mix just adds rocket boots to the collapse thrown in the gm's lap 5.5/6e needs to do much better than 2014 5e did so far.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8794399, member: 93670"] No it really doesn't. Few things have high enough ac to matter & that gets worse as soon as the gm starts giving out magic items because they are expected in d&d. Help IS restricted some in the new glossary & it's a good change. It's explicitly an action & players need to be proficient in the same skill alongside being close enough to help. The fact that what things like help & guidance create such massive escalation in skills as your post illustrates is evidence of why guidance advantage & expertise is such a trainwreck in a system designed arounds bounded accuracy. You doing that while painting them as critical through this thread is good evidence for why many GMs have such dislike of them. There is not enough room in the math for the gm to add cool stuff that interacts with skills in a system so rife with overuse of Maslow's law/law of the hammer with advantage on top of a system already so stacked in favor of success by Bounded Accuracy before adding all the little one off mods that almost always lean the stacking even further... Tossing expertise into the mix just adds rocket boots to the collapse thrown in the gm's lap 5.5/6e needs to do much better than 2014 5e did so far. [/QUOTE]
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