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*Dungeons & Dragons
Unearthed Arcana: Get Better At Skills With These Feats
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<blockquote data-quote="Chaosmancer" data-source="post: 7713769" data-attributes="member: 6801228"><p>I see a lot of pages between this post and where mine will be, but this was a point I felt I needed to address. </p><p></p><p>Giving expertise, in my opinion, does not weaken the rogue. </p><p></p><p>I see Cunning Action, Evasion, and Uncanny Dodge as much more iconic roguish abilities at my table, but even if you feel expertise is <strong>the</strong> Rogue thing, they still get Reliable talent at mid levels, which completely changes the math of the game by raising their minimum to new heights. So I do not see the Rogue weakened by these features, and in fact, as the skill monkey it allows them to get expertise in more skills, which has its own problem.</p><p></p><p></p><p></p><p></p><p>I agree with this, I have a hard time getting people to short rest (I had to argue with a cleric in my party that short resting and using their channel divinity was better than just resting 8 hours in the enemy fortress) and the Medic feat is worse than healer in a lot of ways, give it some major punch and a character with Medic and Healer will really feel like a combat medic without needing any magic. </p><p></p><p></p><p>The more I think about it, the more I like feats that give +1 Ability. Proficiency/expertise and some extra ability. I just want those extra abilities. </p><p></p><p>I mean, if you are worried about skills getting too high to be manageable, what do you do with a Rogue who has expertise and gets the help action. I have a party with a lot of rogues and the one pair is man and wife, and they almost never do any sort of investigation check without expertise and help, so +9 or so with advantage is the average I deal with a lot of the time. </p><p></p><p>These rules just give the option for other classes to do similar things with skills. And I’ll argue that even with these most bards and rogues are still going to be superior most of the time. It just makes it better for your fighter to be intimidating or your barbarian to be athletic and strong. It’s the skill tricks I want to see improved, those need to be worth something cool, because expertise in a skill you don’t have the ability for (Religion for clerics, since Int, or Intimidation [I’ve never seen a Charisma character use that skill, only melee types who are bad at charisma try it]) isn’t going to be nearly as useful as a lot of other things you could get, and it needs to be worth it to the player to invest in those skills</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7713769, member: 6801228"] I see a lot of pages between this post and where mine will be, but this was a point I felt I needed to address. Giving expertise, in my opinion, does not weaken the rogue. I see Cunning Action, Evasion, and Uncanny Dodge as much more iconic roguish abilities at my table, but even if you feel expertise is [b]the[/b] Rogue thing, they still get Reliable talent at mid levels, which completely changes the math of the game by raising their minimum to new heights. So I do not see the Rogue weakened by these features, and in fact, as the skill monkey it allows them to get expertise in more skills, which has its own problem. I agree with this, I have a hard time getting people to short rest (I had to argue with a cleric in my party that short resting and using their channel divinity was better than just resting 8 hours in the enemy fortress) and the Medic feat is worse than healer in a lot of ways, give it some major punch and a character with Medic and Healer will really feel like a combat medic without needing any magic. The more I think about it, the more I like feats that give +1 Ability. Proficiency/expertise and some extra ability. I just want those extra abilities. I mean, if you are worried about skills getting too high to be manageable, what do you do with a Rogue who has expertise and gets the help action. I have a party with a lot of rogues and the one pair is man and wife, and they almost never do any sort of investigation check without expertise and help, so +9 or so with advantage is the average I deal with a lot of the time. These rules just give the option for other classes to do similar things with skills. And I’ll argue that even with these most bards and rogues are still going to be superior most of the time. It just makes it better for your fighter to be intimidating or your barbarian to be athletic and strong. It’s the skill tricks I want to see improved, those need to be worth something cool, because expertise in a skill you don’t have the ability for (Religion for clerics, since Int, or Intimidation [I’ve never seen a Charisma character use that skill, only melee types who are bad at charisma try it]) isn’t going to be nearly as useful as a lot of other things you could get, and it needs to be worth it to the player to invest in those skills [/QUOTE]
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Unearthed Arcana: Get Better At Skills With These Feats
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