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Things I like and dislike about 5e...
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<blockquote data-quote="Tormyr" data-source="post: 6584837" data-attributes="member: 6776887"><p><strong>Skills: </strong>Remember that there are not skill checks. There are <em>ability</em> checks that can have a skill proficiency applied. Skills have that slower progression so that there is generally a chance for a low level creature to accomplish a hard task and a high level creature to fail an easier task. A level 1 character can have anywhere from a -1 to +5 modifier on a skill. While proficiency is only +2 for levels 1-4, it is part of how the whole system balances out. by level 4, that swing can increase by 1 because of ASI, and it increases again at 5 from the proficiency bump. At 8 it can increase again from ASI (and at 6 for the fighter), and at 9 it gets another proficiency bump. At that point, the difference between a character who is bad at something and a highly trained character can be -1 to +9.</p><p></p><p>Proficiency is generally 40% of that gap. After the ability is maxed, proficiency becomes a bigger part of that difference. By level 20 the difference is -1 to +11 and proficiency is half of the difference. So have of a character's ability to do something is "natural" ability and the other half is training. This gap gets bigger really fast when expertise kicks in. At level 9 our Rogue had a 21 passive perception. That makes it difficult, though not impossible, for something to go unnoticed. The rogue also has expertise in thieves tools for a +13 to Dexterity (Thieves Tools) checks. Most locks and traps don't stand up to that. Add something like <em>bless</em> or the cleric's cantrip, and it gets even better.</p><p></p><p>So while proficiency may seem small, it is only half of how well a task is accomplished. This seems like a good system to me, and it has played out well at our table. </p><p></p><p><strong>Flexibility: </strong> I have 8 players at my table, and only a couple are members of the same class. Eldritch Knight, Dragon Sorcerer, Transmutation Wizard, Life Cleric, Moon Druid, Anciencts Paladin, Shadow Monk, and Thief Rogue 8/ Elements Monk 3. So it is harder for me to comment on this. The two monks play quite differently, and I see the rogue/monk continuing to play differently even in how the monk portion of the character advances. The Eldritch Knight's magic definitely sets it apart from how other fighters would handle things. Our EK usually uses magic for ranged combat.</p><p></p><p><strong>Alt Human:</strong> Like most everything in 5e, Alt Human is a tradeoff. In this case, +1 to everything for being quite good at something in particular. Personally, I prefer the +1 to everything. I mostly do point buy, and those +1s are very valuable. Compared to other races, the human gives up a lot of different things, most of which are not combat oriented.</p><p></p><p><strong>Class Balance:</strong> I don't quite understand how this works, but even with 8 people at the table, everyone contributes, both in combat and out. The classes do things very differently from each other, but they are all very effective at contributing to the party.</p><p></p><p>The best thing for our table has been that everything pretty much just "works" and stays out of the way of communally telling a good story.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6584837, member: 6776887"] [B]Skills: [/B]Remember that there are not skill checks. There are [I]ability[/I] checks that can have a skill proficiency applied. Skills have that slower progression so that there is generally a chance for a low level creature to accomplish a hard task and a high level creature to fail an easier task. A level 1 character can have anywhere from a -1 to +5 modifier on a skill. While proficiency is only +2 for levels 1-4, it is part of how the whole system balances out. by level 4, that swing can increase by 1 because of ASI, and it increases again at 5 from the proficiency bump. At 8 it can increase again from ASI (and at 6 for the fighter), and at 9 it gets another proficiency bump. At that point, the difference between a character who is bad at something and a highly trained character can be -1 to +9. Proficiency is generally 40% of that gap. After the ability is maxed, proficiency becomes a bigger part of that difference. By level 20 the difference is -1 to +11 and proficiency is half of the difference. So have of a character's ability to do something is "natural" ability and the other half is training. This gap gets bigger really fast when expertise kicks in. At level 9 our Rogue had a 21 passive perception. That makes it difficult, though not impossible, for something to go unnoticed. The rogue also has expertise in thieves tools for a +13 to Dexterity (Thieves Tools) checks. Most locks and traps don't stand up to that. Add something like [I]bless[/I] or the cleric's cantrip, and it gets even better. So while proficiency may seem small, it is only half of how well a task is accomplished. This seems like a good system to me, and it has played out well at our table. [B]Flexibility: [/B] I have 8 players at my table, and only a couple are members of the same class. Eldritch Knight, Dragon Sorcerer, Transmutation Wizard, Life Cleric, Moon Druid, Anciencts Paladin, Shadow Monk, and Thief Rogue 8/ Elements Monk 3. So it is harder for me to comment on this. The two monks play quite differently, and I see the rogue/monk continuing to play differently even in how the monk portion of the character advances. The Eldritch Knight's magic definitely sets it apart from how other fighters would handle things. Our EK usually uses magic for ranged combat. [B]Alt Human:[/B] Like most everything in 5e, Alt Human is a tradeoff. In this case, +1 to everything for being quite good at something in particular. Personally, I prefer the +1 to everything. I mostly do point buy, and those +1s are very valuable. Compared to other races, the human gives up a lot of different things, most of which are not combat oriented. [B]Class Balance:[/B] I don't quite understand how this works, but even with 8 people at the table, everyone contributes, both in combat and out. The classes do things very differently from each other, but they are all very effective at contributing to the party. The best thing for our table has been that everything pretty much just "works" and stays out of the way of communally telling a good story. [/QUOTE]
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