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General Tabletop Discussion
*Dungeons & Dragons
Why don't everything scale by proficiency bonus?
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<blockquote data-quote="ClaytonCross" data-source="post: 7633629" data-attributes="member: 6880599"><p>That's not wrong. Its just the same as taking a -5, 0, or +5, instead of a 0, +5, or +10. I simply prefer a default of 0 being no skill and the base at which they start. Then your good or your and expert. I get the idea of being truly bad at something but at the same time a bad swordsman might still be better than a untrained person who is not a swords man. In this case -- t0 me -- a bad swordsman is still a trained proficient swordsman who simply has bad habits but would still beat and untrained swordsman picking up sword for the first time... (unless your name is Rai apparently). So to answer you question of scale, <strong>Untrained 0 , in training is >0 </strong>(proficient)<strong> and a good character would be double that</strong> (expertise) that's not stating the game it just a statement of thought which closely aligns with the game. If the scale was 0, 1, 2 or 0, 2, 4or 0, 6, 10 or even 0, 50, 100 I would be fine with it. The interesting thing is that for the most part parties compare their skill and growth in a skill vs other part member. As a result the comparison of untrained, bad, and good is not normally relevant out side player characters. Most NPCs for example don't actually have any skills with the exception of perception and stealth. If the GM wants an enemy to have a skill, they simply do and at the level the GM wants them to have it. Players have to grow it. So an NPC is weaker or stronger in a skill arbitrarily for story reason. If you want to -5, 0, +5 instead of 0, +5, +10 I don't see that it really matters as long as all players scale within the same frame and the scales the game to the strongest player in a skills so that players stat is capable of mattering.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7633629, member: 6880599"] That's not wrong. Its just the same as taking a -5, 0, or +5, instead of a 0, +5, or +10. I simply prefer a default of 0 being no skill and the base at which they start. Then your good or your and expert. I get the idea of being truly bad at something but at the same time a bad swordsman might still be better than a untrained person who is not a swords man. In this case -- t0 me -- a bad swordsman is still a trained proficient swordsman who simply has bad habits but would still beat and untrained swordsman picking up sword for the first time... (unless your name is Rai apparently). So to answer you question of scale, [B]Untrained 0 , in training is >0 [/B](proficient)[B] and a good character would be double that[/B] (expertise) that's not stating the game it just a statement of thought which closely aligns with the game. If the scale was 0, 1, 2 or 0, 2, 4or 0, 6, 10 or even 0, 50, 100 I would be fine with it. The interesting thing is that for the most part parties compare their skill and growth in a skill vs other part member. As a result the comparison of untrained, bad, and good is not normally relevant out side player characters. Most NPCs for example don't actually have any skills with the exception of perception and stealth. If the GM wants an enemy to have a skill, they simply do and at the level the GM wants them to have it. Players have to grow it. So an NPC is weaker or stronger in a skill arbitrarily for story reason. If you want to -5, 0, +5 instead of 0, +5, +10 I don't see that it really matters as long as all players scale within the same frame and the scales the game to the strongest player in a skills so that players stat is capable of mattering. [/QUOTE]
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Why don't everything scale by proficiency bonus?
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