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[5E D&D] What does the proficiency bonus add to?

Started by Silverlion, August 28, 2014, 08:21:18 AM

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Silverlion

What are all the things proficiency bonus adds to in D&D5E?

I'm wondering if there is a short list, I don't yet have my book (soon) and I was curious, because in reading the basic document, I don't see an overt list.
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Blacky the Blackball

Quote from: Silverlion;783380What are all the things proficiency bonus adds to in D&D5E?

I'm wondering if there is a short list, I don't yet have my book (soon) and I was curious, because in reading the basic document, I don't see an overt list.

  • Attack rolls when using weapons you're proficient with.
  • Attack rolls using spells.
  • Ability checks when using skills you're proficient in.*
  • Ability checks when using tools you're proficient with.*
  • Some saving throws (which ones depends on class).
  • Saving throw DCs for spells you cast.
I think that's pretty much everything. It doesn't add to your defences and it doesn't add to your damage.

*Rogues and Bards get to add double proficiency to a handful of skills and tools; and Bards also get to add half proficiency even to skills they're not proficient with.
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Exploderwizard

Things you are proficient in. DUH!  :p

(couldn't resist)

Generally your proficiency bonus applies to:

saves that are proficient for your class
attack rolls
skills you have proficiency with

Except for the expertise exception, your proficiency bonus only applies once to any one roll.
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Skywalker

Quote from: Blacky the Blackball;783381I think that's pretty much everything. It doesn't add to your defences and it doesn't add to your damage.

Yep. Pretty much everything that used to increased over level in most previous editions of D&D. AC and Damage have generally been static in relation to level.

Will

The whole tool/kit thing adds an interesting dimension, because if you want to add some new set of Whatever that people can have/not have proficiency in, well, there you go.

And then you can add your new widgets as available via backgrounds or feats, and boom. You've modded the system easily.

It's really... clever.

I mean, vehicles have proficiency!
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Skywalker

Quote from: Will;783481The whole tool/kit thing adds an interesting dimension, because if you want to add some new set of Whatever that people can have/not have proficiency in, well, there you go.

And then you can add your new widgets as available via backgrounds or feats, and boom. You've modded the system easily.

It's really... clever.

I mean, vehicles have proficiency!

While I like it too, I don't think its much different than adding skills to 3e or 4e (and probably has an equivalence in earlier editions).

Tool proficiencies are essentially skills that require tool use. This is why the Animal Handling skill is used for riding, but Vehicles are a Tool Proficiency. Likewise, picking locks is a Tool Proficiency, but other thieving abilities like picking pockets are Skills.

Will

What's innovative is not trying to do a lot of accounting with it, and not having to worry about pools. At least compared to 3e.

Feel like giving everyone a variety of Color Corp Light Sparkle proficiencies used in the color battle add-on your system uses? Whatever, sure.


For instance, I've been tinkering with a scifi game. So I might add some proficiencies and give everyone one: Ship pilot, fighter pilot, com officer, ship engineer.

Hey, everyone pick one, let's go nuts.
(I also might not go that way, still debating, but...)
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Opaopajr

There's some interesting tricks with Tools. They are not tied directly to a specific stat(skill), so in some ways are more flexible. I'm already cooking up new ways to challenge players into creative uses for their Tools.

i.e. Vehicles, Land. How to use your Caravan to: a) Survive the desert heat, b) Perform as advertisement for your circus, c) Stealth into a walled town, d) Intimidate a small band of goblins, etc.

They do have real potential as a mechanic all on their own.
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