avengingblowfish
Villager
I think having more than 10 hit points already makes martials "supernatural" on top of all the other class abilities they get that way exceed what a commoner can do...
Tbh I don’t think the Wizard should need a skill to be master of that knowledge set. Just give them the ability to make checks related to arcane magic, the weave, whatever, with proficiency, and maybe double it at level 6 or 7. Done. If you want to make them better at what is covered by Arcane Spellcraft than what a rogue can do with Expertise: Arcana, just do so. Give them passive always-on advantage on those checks or something.I think Rogues can be better at skills by being better at more things rather than outdoing other classes in what they should be good at from a conceptual level.
My Houserule since 5e year 2.By that logic, every class should just get expertise in it's traditional skills - and fighters in weapons & saving throws - and just toss BA
The traditional Thief special ability to Read Languages and use spell scrolls is a precedent, too.No need to block Rogues from being experts on the arcane. Especially since in some settings a lot of tech, and thus devices and traps and such, are partly arcane, and rogues in those settings should be able to learn how to deal with them expertly.
Yep.The traditional Thief special ability to Read Languages and use spell scrolls is a precedent, too.
How about “magical or non-magical”?I think having more than 10 hit points already makes martials "supernatural" on top of all the other class abilities they get that way exceed what a commoner can do...
I confused the two, but it really doesn't matter. Rogues should not have expertise with non-rogue skills unless they commit to it via a feat like everyone else. The best rogue should never be better than the best wizard at arcana.The Rogue gets Expertise at 1st.
Maybe you're used to playing Bards, who get it at 3rd?
Yes. Absolutely. Every class should get expertise in their traditional skills. And no, fighters would get athletics, intimidation and a case could be made for medicine.By that logic, every class should just get expertise in it's traditional skills - and fighters in weapons & saving throws - and just toss BA....
Blackstaff would be history, which involves legendary people. Arcana is about spells, magic items, planes, mystical things and places. I mean, I wouldn't at all be upset if you gave history and arcana rolls to the group as options to know who he was. There is often overlap of skills, like an herb used to brew a potion could be both arcana and nature.I could totally justify it though. Arcana is more about the stuff around magic rather than magic itself (I mean, there's some of that, but that's not the main focus). Arcana would let you know who the Blackstaff is, and who has held that title in the past. You'd be able to recognize magical runes from various traditions. You'd be familiar with various magical institutions, like Eberron's dragonmarked houses, the Arcanix, and things like that.
In computer terms, you can be an amazing coder who has never heard of Alan Turing.
No. That's simply not true. I can make an uneducated street rat, pick arcana and then expertise and be better than a wizard.