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What if Expertise were a simple +2?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7508050" data-attributes="member: 6775031"><p>For a d20-based game, the absolute minimum degree of granularity is 5%. I really don't know how you could possibly hit a target range between 60% and 70%, unless you went back to Basic and removed Dexterity from the equation.</p><p></p><p>It's a serious problem in d20 game design. You either have to remove the ability for characters to specialize at all, or else you have to accept that anyone who specializes will eventually break the upper limit.</p><p>I guess we'll just have to agree to disagree on this point. D&D is good at allowing people to opt out of certain challenges by specializing in overcoming them, but it doesn't leave a lot of room for challenging specialists within their area of expertise.</p><p>Except, as previously mentioned, damage is meaningless. No matter how badly you splinch yourself, you'll be fine in the morning. Unless everyone is dead, I guess, in which case you move on to the next campaign.</p><p></p><p>In my experience, high-level parties have ways of reducing the failure chance to an acceptable level, but that is admittedly something that the DM could deny them if they were so inclined.</p><p>I really, really don't think that counts as meta-gaming. Everyone should know what their own strengths are, and discussing how to best progress as a team is a very normal thing to do.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7508050, member: 6775031"] For a d20-based game, the absolute minimum degree of granularity is 5%. I really don't know how you could possibly hit a target range between 60% and 70%, unless you went back to Basic and removed Dexterity from the equation. It's a serious problem in d20 game design. You either have to remove the ability for characters to specialize at all, or else you have to accept that anyone who specializes will eventually break the upper limit. I guess we'll just have to agree to disagree on this point. D&D is good at allowing people to opt out of certain challenges by specializing in overcoming them, but it doesn't leave a lot of room for challenging specialists within their area of expertise. Except, as previously mentioned, damage is meaningless. No matter how badly you splinch yourself, you'll be fine in the morning. Unless everyone is dead, I guess, in which case you move on to the next campaign. In my experience, high-level parties have ways of reducing the failure chance to an acceptable level, but that is admittedly something that the DM could deny them if they were so inclined. I really, really don't think that counts as meta-gaming. Everyone should know what their own strengths are, and discussing how to best progress as a team is a very normal thing to do. [/QUOTE]
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