Virtual Front Porch Pages

Monday, September 30, 2013

Proficiency Profligacy

Skills are back. I liked the simplicity that we saw in the previous packet, where regular ability checks were used for everything. I'm fine with adding skills as a separate module, but I was hoping they would not be included in the core game. In this latest iteration of the rules, skills are specialized ability checks. If you have proficiency in a skill, you can add a proficiency bonus to the ability check. The proficiency bonus is determined by your level; it starts with +1 at level 1, and gets up to +6 by level 20.

Proficiency also extends, logically, to armor and weapons. If you have proficiency with a weapon, you add your proficiency bonus to the attack roll. You use the same proficiency bonus for attack rolls that you use for skill checks, but there are a couple of additional points to keep in mind: The proficiency bonus is not added to armor, and characters who lack proficiency in a given weapon must also take disadvantage on attack rolls with that weapon.

I can live with all of that, but proficiency extends into other areas of the game, as well. Characters also gain (through background, race, class, feats, etc.) proficiency in various tools. A "tool" is, generally speaking, a type of equipment, but for some reason mounts also count as tools.

But wait, there's more! You can also gain proficiency in...saving throws. Huh? If I'm a bard, my character has proficiency with Intelligence and Charisma saves. I get what they're doing here -- they're providing a level-scaling bonus to saving throws -- but it's kind of clunky. I'd like to see them revisit the whole idea of "proficiency" before they release the final game product.

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