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General Tabletop Discussion
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What is this die for? (Proficiency dice discussion)
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<blockquote data-quote="CrimsonCarcharodon" data-source="post: 7556098" data-attributes="member: 6904790"><p>Personally, I'd leave the ability modifiers alone for simplicity's sake. The proficiency die, though, is a fun idea.</p><p></p><p>The proficiency die is easy enough to use: +2/1d4, +3/1d6, +4/1d8, +5/1d10, and +6/1d12. The issue with also using those dice for ability modifiers is that it's a different range: +1-5 instead of +2-6, so to keep up the progression, you'd need to use 1d2 for +1.</p><p></p><p>Not applying dice to ability modifiers also avoids the "what do you do with that -1?" problem.</p><p></p><p>If I DID use ability mod dice, I'd just leave the -1 as a -1 instead of subtracting 1d2.</p><p></p><p>This variant would definitely make everything more swingy. With standard rolls, especially with high modifiers and/or Expertise, it's easy to be able to essentially say "as long as I don't roll a 1, I'll pass any DC lower than X." With this variant, that threshold can drop dramatically. If you roll all 1s, even with Expertise, your roll will end up in low single digits, absent any other modifiers. On the other hand, if you roll all your dice maxed out, you can get some crazy high numbers. For example, a 20 Dex Rogue with Expertise in Stealth, at 20th level, with no other mods, can roll a result of 54 (2d12 from Expertise, 1d10 Dex mod, 1d20 as usual). Normally, a roll of 20 on that same check would only be 36. Personally, I see that as a feature, not a bug, but it's something to be aware of.</p></blockquote><p></p>
[QUOTE="CrimsonCarcharodon, post: 7556098, member: 6904790"] Personally, I'd leave the ability modifiers alone for simplicity's sake. The proficiency die, though, is a fun idea. The proficiency die is easy enough to use: +2/1d4, +3/1d6, +4/1d8, +5/1d10, and +6/1d12. The issue with also using those dice for ability modifiers is that it's a different range: +1-5 instead of +2-6, so to keep up the progression, you'd need to use 1d2 for +1. Not applying dice to ability modifiers also avoids the "what do you do with that -1?" problem. If I DID use ability mod dice, I'd just leave the -1 as a -1 instead of subtracting 1d2. This variant would definitely make everything more swingy. With standard rolls, especially with high modifiers and/or Expertise, it's easy to be able to essentially say "as long as I don't roll a 1, I'll pass any DC lower than X." With this variant, that threshold can drop dramatically. If you roll all 1s, even with Expertise, your roll will end up in low single digits, absent any other modifiers. On the other hand, if you roll all your dice maxed out, you can get some crazy high numbers. For example, a 20 Dex Rogue with Expertise in Stealth, at 20th level, with no other mods, can roll a result of 54 (2d12 from Expertise, 1d10 Dex mod, 1d20 as usual). Normally, a roll of 20 on that same check would only be 36. Personally, I see that as a feature, not a bug, but it's something to be aware of. [/QUOTE]
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What is this die for? (Proficiency dice discussion)
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