ChrisCarlson
First Post
Given 5e's bounded accuracy and benchmarks, how much greater a differentiation would you have preferred?And sometimes i'm not sure if the difference is great enough.
Given 5e's bounded accuracy and benchmarks, how much greater a differentiation would you have preferred?And sometimes i'm not sure if the difference is great enough.
Given 5e's bounded accuracy and benchmarks, how much greater a differentiation would you have preferred?
This is only true at the highest levels of play. For example, in the early game, it is 2:3 favoring ability scores (or potentially even more if you roll for stats instead of use point buy/array).Well.... the current mechanics favor proficiency over ability bonus at a ratio of 6:5,
Doing so, do you envision the benchmark TNs remaining as they are now? Or do the TNs raise slightly to meet them (or some portion of them)?while i would rather see it closer to 3:2 or perhaps even more in favor of training...... BUT, with a catch. If in this case we'd say the ratio can be brought up to 8:5, those extra +2 proficiency points could only be acquired through some sort of extra training. Think of the weapon specialization bonuses of old, or the skill expertise of the rogues today. Only it wouldn't be general (as weapon proficiency is for fighter classes today), but only would apply to some chosen weapons/skills. Or maybe even armors.
Indeed. And it bothers me. Even at those highest levels as it now stands, a completely untrained character with exceptional talent is almost as good as a demi-god of skill and expertise. As mentioned, i would give even more significance to the proficiency bonus, but i am afraid of unbalancing the game.This is only true at the highest levels of play. For example, in the early game, it is 2:3 favoring ability scores (or potentially even more if you roll for stats instead of use point buy/array).
To answer this, i think we will need at least some level of long term play tests. As i don't plan on giving these extra 2 proficiency points lightly (most classes would get to pick 2 or maybe 3, skills/weapons/armors to use them on) my hunch is that it wouldn't upset the balance too much. However, a hunch isn't enough, especially in the long run and with cumulative effects these proficiency points could have with certain feats, maneuvers or spells.Doing so, do you envision the benchmark TNs remaining as they are now? Or do the TNs raise slightly to meet them (or some portion of them)?
Is that demi-god of skill not naturally gifted at all? So, like a 10 stat? Is that the issue? A 20 wisdom PC can have a +5 medicine skill compared to this 10 WIS trained PC's +6? Though you did mention expertise, so that 10 WIS character actually has a +12 medicine vs. the other guy's +5. That's not "almost as good" to me. Not considering BA.Indeed. And it bothers me. Even at those highest levels as it now stands, a completely untrained character with exceptional talent is almost as good as a demi-god of skill and expertise.
Or a 20Str brute compared to the lvl 20 weapon master, but yes, pretty much so. I am considering purely the average 10 for the sake of the mathematics. But, now that you mention expertise, maybe it's precisely this i would use to augment differentiation. What if all the classes could pick at least one expertise point as some level, for at least one skill or weapon? However not in the current form, as doubling the proficiency bonus is not what i have in mind, just adding a point or two on top of it. Doubling would be just..... dunno.... game breaking i guess.Is that demi-god of skill not naturally gifted at all? So, like a 10 stat? Is that the issue? A 20 wisdom PC can have a +5 medicine skill compared to this 10 WIS trained PC's +6? Though you did mention expertise, so that 10 WIS character actually has a +12 medicine vs. the other guy's +5. That's not "almost as good" to me. Not considering BA.
This is exactly why i would use these proficiency points sparingly. BA works perfectly for the most part. There is almost no need to change how that works. But to make classes (and different characters within a class) stand out a bit, i would allow them to sort of "specialize" in a limited way. If you put it that way then yes, perhaps add some "formal" education to themStill, without expertise, I rather like that the peak natural talent can reach near to an average person's maximum potential training. Especially given the genre. And the breadth of what skills represent in 5e (more like life-learned as opposed to any kind of formal schooling/teaching, per se).
“5e's skill system is the worst form of skill system, except for all the others.” ― Winston S. Churchill
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It helps if you think about a fight not just being an exercise in chopping wood, but attempting to kill an actively-resisting opponent. Particularly when you bear in mind that in D&D, harder does mean more accurate when it comes to the "to hit" roll if your opponent has armour/tough skin and muscle etc.Perhaps, just as an academic exercise, we should maybe arbitrarily assign a bit different methods of using the stats for determining to hit and damage bonuses. One of my major gripes in the melee system has since the early ages been the reliance on Str. I get that strong people can hit harder, but especially in armed fighting, harder does not mean more accurate (just look in system for the power attack feats). I know finesse weapons partially address this issue, but not completely.