CreamCloud0
Hero
the bard ability i take it you mean? yes i suppose so.So, make Jack of all trades the default?
the bard ability i take it you mean? yes i suppose so.So, make Jack of all trades the default?
I am not better at carpentry or horseback riding at age 40 than I was at age 18, because I have not applied myself specifically to those skills. I don't particularly care for the idea of every character being competent at everything: areas of incompetence can be almost as much a defining characteristic as competence or expertise.because after adventuring for a bit you'll just end up picking up some things, it'd probably be statistically impossible NOT to, from watching and listening to your fellow party members, from chats with shopkeepers and bartenders, from practical experience, i'm sure you have an amount of bits of stray knowledge rattling around in your head that aren't related to whatever you do for a living that you never went out of your way to specifically pick up, just things you've learned because one day you read it in a book or a family member needed your help as a second pair of hands.
i'm not saying they should be as competent in these areas as their own area of expertise (i noticed you changed that bit of phrasing), i'm saying that after a few adventures they shouldn't be as incompetent in these areas as the day they started.
In 2014, I thought 5e was simply wrong-headed on most things.bounded accuracy is good and all but i don't think the 1/2 level bonus is something to get rid of either, one of the criticisms against 5e i think has merit is that a 20th level character likely still has exactly the same bonuses to their non-primary skills and saves as they did at 1st level, i think experienced adventurers should have enough field knowledge that you can expect the barbarian will of picked up some arcana, the cleric knows how to disarm a basic trap or the sorcerer knows how to swing a club.
Maybe the real 4E was the friends that we made on the way.This threat taught me that the Artificer replaced 4e

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.