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Unearthed Arcana: Get Better At Skills With These Feats
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<blockquote data-quote="Li Shenron" data-source="post: 7713730" data-attributes="member: 1465"><p>I have mixed feelings here...</p><p></p><p>These are clearly structured feats:</p><p></p><p>a) +1 to default ability score associated to skill</p><p>b) proficiency (or expertise, if you already have proficiency)</p><p>c) small unique ability</p><p></p><p>This set of skills essentially introduce a <em>structural change</em> to the game by providing a default way for everyone to get expertise (or an equivalent bonus), or a single proficiency. If this is good or bad, I am not sure. On one hand, bounded accuracy doesn't work as well with skills as it does with attacks and ST, because you don't normally want skill results to be 'swingy', and you want to have a fairly wide range of DCs for skills so that most characters can do simple tasks while only the specialized characters can do awesome things (and at the same time, be very consistent in succeeding with the easy ones) -> this means to me that Expertise is good to make available to anyone for the right price. On the other hand, Expertise is one of the premium features of Rogues and Bards (and secondary Rangers, although it's called differently). I guess this however is mostly in line with feats granting spells or maneuvers.</p><p></p><p>One open question is actually whether this 'double bonus' could be allowed to stack with Expertise. I don't think this is the RAI, but it might be an idea to preserve the Rogue's edge on skills, at the expense however of increasing that edge even more up.</p><p></p><p>But overall I can say I am mostly positive about these additions, even if the feel like a "system fix". The benefits for me are:</p><p></p><p>- having an option for a single-class character to learn a single new skill after 1st level (IIRC there isn't any such option in the core game, you can only take the Skilled feat for 3)</p><p>- stretching bounded accuracy for skills for specialized characters</p><p>- adding extra unique ways to use some skills, making them more interesting</p><p></p><p>I'd still like to have also the other kind of skills-feats which was previewed in a previous UA article.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7713730, member: 1465"] I have mixed feelings here... These are clearly structured feats: a) +1 to default ability score associated to skill b) proficiency (or expertise, if you already have proficiency) c) small unique ability This set of skills essentially introduce a [I]structural change[/I] to the game by providing a default way for everyone to get expertise (or an equivalent bonus), or a single proficiency. If this is good or bad, I am not sure. On one hand, bounded accuracy doesn't work as well with skills as it does with attacks and ST, because you don't normally want skill results to be 'swingy', and you want to have a fairly wide range of DCs for skills so that most characters can do simple tasks while only the specialized characters can do awesome things (and at the same time, be very consistent in succeeding with the easy ones) -> this means to me that Expertise is good to make available to anyone for the right price. On the other hand, Expertise is one of the premium features of Rogues and Bards (and secondary Rangers, although it's called differently). I guess this however is mostly in line with feats granting spells or maneuvers. One open question is actually whether this 'double bonus' could be allowed to stack with Expertise. I don't think this is the RAI, but it might be an idea to preserve the Rogue's edge on skills, at the expense however of increasing that edge even more up. But overall I can say I am mostly positive about these additions, even if the feel like a "system fix". The benefits for me are: - having an option for a single-class character to learn a single new skill after 1st level (IIRC there isn't any such option in the core game, you can only take the Skilled feat for 3) - stretching bounded accuracy for skills for specialized characters - adding extra unique ways to use some skills, making them more interesting I'd still like to have also the other kind of skills-feats which was previewed in a previous UA article. [/QUOTE]
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