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  #16  
Old 03-20-2017, 02:03 AM
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Quote:
Originally Posted by Peachyco View Post
You are very much correct. The only possible downside is the crazy low save DC for his/her spell saves. ^__^

EDIT: And I just remembered, the number of spells prepared can be affected by the spellcasting ability modifier.
That seems to be the case for clerics, wizards, druids, and paladins. Otherwise, it looks like most classes--bards, sorcerers, warlocks, and rangers, maybe more--have a fixed number of spells determined entirely by class level.

Most spells don't seem to use the spellcaster's ability modifier at all, except for attack rolls and (as you said) calculating saving throws. And lots of spells, especially defensive and knowledge spells, have no saving throws. Some high level spells are so badass that the target may die either way, like Meteor Swarm, which averages 70 points of damage even if the poor sod makes the save. (Absent any CON bonus, the average 16th level wizard or sorcerer has 70 hit points.)

That's all a very interesting and pleasant surprise. In previous editions, a low spell casting ability score effectively neutered the character; now in 5e it doesn't matter nearly as much. The character will be less effective at some things, but still plenty useful.
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  #17  
Old 03-20-2017, 03:35 AM
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One of the reasons I love 5E, really. You can handicap your character for RP reasons without completely sacrificing the effectiveness of the build. Fun all around. ^__^
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  #18  
Old 05-22-2017, 09:21 PM
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Is it possible to craft (import) your own uniques in 5th edition?
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  #19  
Old 05-27-2017, 06:50 PM
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Unique what? Spells? Magic items?
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Old 05-27-2017, 08:19 PM
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both. See my other threads on importing a Diablo Necromancer using the guidelines in TSR 11760
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  #21  
Old 07-04-2017, 12:07 AM
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When you advance a level, how do you calculate what skill points you can add? Though the players manual had it but had no luck in finding the equation.
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Old 07-04-2017, 01:04 AM
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You're more or less stuck with the skills you get at 1st level, unless DM allows for multiclassing and new skill taking with new classes. The skill ranks, so to speak, increase when your proficiency bonus increases.
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  #23  
Old 07-04-2017, 01:36 AM
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You can also trade out an ability score increase for a feat, some of which give skill bonuses, such as the Skilled feat PHB Pg.170 which will allow you to use your proficiency bonus on more skills.
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  #24  
Old 07-06-2017, 06:07 PM
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Skill points do not exist in 5e, just proficiency.

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  #25  
Old 07-09-2017, 02:32 PM
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There is also a set of optional downtime rules for training a skill. 250 days at 1gp a day.

Very campaign dependent, though, and definitely a DM ask.
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  #26  
Old 10-02-2017, 08:32 AM
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Hi, I'm a total noob and I hope my questions are not in the wrong thread.

1.
 


2.
 


Thanks
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  #27  
Old 10-02-2017, 02:01 PM
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Hi Goblin Man, welcome to the site!

1) This is GM dependent, so it's worth talking to them. Social skills are really about CHANGING attitudes & behaviors. If they already respect you (for whatever reason), then a low intimidation won't change that. But if they are skeptical of you, or are disrespecting you for whatever reason, then you could use intimidation to try and change that. And yes, a low modifier would make you relatively bad at that. But you wouldn't automatically be more disrespected than others because of a low intimidation modifier.

Role play, other strategies (bribery, persuasion, etc), or not giving a **** are all "solutions" to that problem. Honestly (IMHO), having a character who is good at everything is boring. You build a character around what they are BAD at, as much or moreso than around what they're good at. WHY are they bad at intimidation? You've got a super-mega-orc who always wears flowers in their hair or is gently petting a cute kitten?

It's worth saying that not every intimidation check need be a charisma check. There can be such things as Intimidation (strength) checks. Again, you'd need to work with your GM to see when and if they're cool with that.

2) Yes, you can only get proficiency in a skill once. You're either proficient or not, in that respect. So, getting both a half-orc intimidation proficiency AND a barbarian proficiency in intimidation would be a waste; you'd be throwing away a proficiency slot.

While you are either proficient or not, there are certain classes that improve the value of your proficiency bonus. In particular the Rogue and Bard Expertise features double the value of your proficiency bonus for a few skills. There are also some playtest feats that can get you this, but many GMs (myself included) would not allow them, since they're not published.
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Last edited by Wynamoinen; 10-02-2017 at 02:07 PM.
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  #28  
Old 10-02-2017, 02:40 PM
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Exception to 2)
Rogue Expertise

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  #29  
Old 10-03-2017, 11:08 PM
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Hi, thanks for your answers.
 


Since you both mentioned rogues and skills, I rolled for a rogue and started a sheet:
https://www.rpgcrossing.com/profiler/view.php?id=72086

Now I got lost, regarding skills and tool proficiencies. What i understand or not understand:

Generally regarding tool kits and proficiencies:
 


regarding application of (thief) tools:

 


Rogue creation regarding skills and thief tools:

 


Good links that answer my questions are fine of course.
Thank you!
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  #30  
Old 10-04-2017, 12:30 PM
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Quote:
Originally Posted by Goblin Man View Post
Generally regarding tool kits and proficiencies:
 
No prob! These answers will be briefer. First, I can't see your sheet. You need to share it.

1. Any class can use them, as long as they get the proficiency from class, background, race, or feat. (this is something of a complaint for some people, since it makes rogues seem less "special")

2. Yes, checks are the same. d20 + stat modifier + proficiency (if you have it).
Quote:
Originally Posted by Goblin Man View Post
regarding application of (thief) tools:

 
1. read the description of the tools on page 154 PHB. If you're proficient in the tools, you get to apply your proficiency bonus to your traps and locks checks. That's regardless of class. But if you're just holding the tools while not proficient, you get no proficiency bonus.

2. See 1. Rogues get thieves tools proficiency automatically, so yes they roll d20+DEX+prof. But they are not inherently "better" at the tools than anyone else with the same DEX and proficiency. Of course, as below, you could apply your Expertise to thieves tools.

3. Depends on the situation and the GM. I would usually NOT let people try again. That's because I would usually say that if you try to disarm and fail, the trap springs. But different people could make different rulings here. I generally dislike the "roll until you succeed" approach to skill checks. It defeats the point of skill checks, it seems to me.
Quote:
Originally Posted by Goblin Man View Post
Rogue creation regarding skills and thief tools:

 
1. yes.

2. yes

3. yes, that is what Expertise grants all rogues at level 1. You are interpreting the modifiers correctly.

4. Yes, that's what we discussed in the last set of questions.

Sounds like you go that stuff figured out!
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