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General Tabletop Discussion
*Dungeons & Dragons
What about 1 and a 1/2 Proficiency?
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<blockquote data-quote="jgsugden" data-source="post: 8429545" data-attributes="member: 2629"><p>There is no reason not to introduce it. It doesn't break anything. However, it isn't going to make much of a difference at all.</p><p></p><p>If I were building 6E, I'd keep the basic proficiency bonus mechanic for attacks and saves, but I would remove it from skills. Instead:</p><p></p><ul> <li data-xf-list-type="ul">You'd gain proficiency points based upon a few factors and would be able to devote those points to train up your skills. </li> <li data-xf-list-type="ul">Each purchase would increase your skill bonus with a particular skill by 1.</li> <li data-xf-list-type="ul">The number of points you get would be impacted by your background/origin/heritage/class/intelligence. </li> <li data-xf-list-type="ul">Further, the 'cost' to advance skills would differ based upon your class/heritage/etc...</li> <li data-xf-list-type="ul">Skill advancement would have an increasing cost. Obtaining a little skill in something is easy - mastery requires a lot of your focus. </li> <li data-xf-list-type="ul">More skill points could be obtained as one advances in level, or even as a reflection of time spent studying in the ROG.</li> </ul><p></p><p>This is a pretty standard system seen in a lot of games - and I think it works better than the 5E system.</p><p></p><p>I'd add an <em>optional</em> rule to limit the min-maxing a bit:</p><ul> <li data-xf-list-type="ul">When you make the decision to advance a skill with available proficiency points, you have to make an ability score check with a DC15 in order to spend those points. If you fail, you can hold onto the points and try again later when you advance again, or spend them on something else - but you're done on that skill for that level (or you're allowed to spend them, but the cost would be higher, giving you less bang ofr the buck).</li> </ul></blockquote><p></p>
[QUOTE="jgsugden, post: 8429545, member: 2629"] There is no reason not to introduce it. It doesn't break anything. However, it isn't going to make much of a difference at all. If I were building 6E, I'd keep the basic proficiency bonus mechanic for attacks and saves, but I would remove it from skills. Instead: [LIST] [*]You'd gain proficiency points based upon a few factors and would be able to devote those points to train up your skills. [*]Each purchase would increase your skill bonus with a particular skill by 1. [*]The number of points you get would be impacted by your background/origin/heritage/class/intelligence. [*]Further, the 'cost' to advance skills would differ based upon your class/heritage/etc... [*]Skill advancement would have an increasing cost. Obtaining a little skill in something is easy - mastery requires a lot of your focus. [*]More skill points could be obtained as one advances in level, or even as a reflection of time spent studying in the ROG. [/LIST] This is a pretty standard system seen in a lot of games - and I think it works better than the 5E system. I'd add an [I]optional[/I] rule to limit the min-maxing a bit: [LIST] [*]When you make the decision to advance a skill with available proficiency points, you have to make an ability score check with a DC15 in order to spend those points. If you fail, you can hold onto the points and try again later when you advance again, or spend them on something else - but you're done on that skill for that level (or you're allowed to spend them, but the cost would be higher, giving you less bang ofr the buck). [/LIST] [/QUOTE]
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What about 1 and a 1/2 Proficiency?
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