I am creating a subclass that has an ability where it provides twice proficiency bonus to different skills. Must be proficient in the skill to get the extra bonus. When I try and create this in the modifiers section twice proficiency gives proficiency and doubles it to all of the skills.
How do I make the ability work, where it only applies to skills the character is proficient in? If this is possible
Are you referring to "Expertise" that doubles a proficiency for an existing proficiency?
Rollback Post to RevisionRollBack
Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Somewhat....I mean the wording a lot of abilities use is double the proficiency bonus (which is basically expertise) but even marking on the ability the modifier type as expertise still gives the character proficiency in all of the skills, not just the ones the character is proficient in.
Thats the one you want, doesn’t matter about the “rogue” part, that’s just the modifier that limits their choice to skills in which they are already proficient.
That is closer to what I need but they don't choose.
The ability is:
Your knowledge of the following is beyond the normal. double your proficiency bonus in Arcana, History, Nature, and Religion if you are proficient in the skill.
I can use the 'choose rogue expertise' but I'll have to set up for times and make sure the wording is there to only pick those skills that appear and leave the others blank. If they ever become proficient from skilled or another means, just got to remember to go back instead of it automatically.
Unless I am still missing something that does help.
Thank you though for this. It is a better option then I have been thinking of.
Thats the one you want, doesn’t matter about the “rogue” part, that’s just the modifier that limits their choice to skills in which they are already proficient.
Bard Expertise should also work? Or is that coded as Rogue Expertise? How does the coding handle it if someone has a Rogue/Bard (of appropriate levels to be potentially an issue)?
It doesn’t make any difference. In this instance “Choose Rogue Expertise” is just shorthand for “Choose a skill in which you are proficient and does not already double your proficiency.”
Thats the one you want, doesn’t matter about the “rogue” part, that’s just the modifier that limits their choice to skills in which they are already proficient.
Bard Expertise should also work? Or is that coded as Rogue Expertise? How does the coding handle it if someone has a Rogue/Bard (of appropriate levels to be potentially an issue)?
It doesn’t make any difference. In this instance “Choose Rogue Expertise” is just shorthand for “Choose a skill in which you are proficient and does not already double your proficiency.”
Depends on whether you are allowed to chose the same ability multiple times or not, doesn't it? Coding is not like real life. Computers are limited to what they are told to do.
You are not allowed to choose the same more than once. And even if you did, Proficiency*2 doesn’t change. It doesn’t double your Skill, just the proficiency bonus. If it is already doubled, it will not double a second time. As I said before, it doesn’t make any difference.
You are not allowed to choose the same more than once. And even if you did, Proficiency*2 doesn’t change. It doesn’t double your Skill, just the proficiency bonus. If it is already doubled, it will not double a second time. As I said before, it doesn’t make any difference.
I do not think you understand. If someone had this class and thereby had "Rogue Expertise," their character in DDB would be flagged as having Rogue Expertise (regardless of which skills were chosen for it to apply to). If they then chose a Rogue, they would normally develop Rogue Expertise. However, they would already be flagged as having it. So, is it coded so they would get it again or not? How compartmentalized are class features in DDB? Heck, this is a subclass we are talking about. The question is, would it mess up the already existing flagging?
No, it would not. The character doesn’t “get flagged as having rogues expertise,” the specific skills chosen get the “flag.”
Bards get Expertise twice after all. You’re overthinking it. You can already multiclass Bard/Rogue and it doesn’t screw anything up. These things are nowhere near as interactive as you seem to be giving them credit for being.
Oh trust me, I get it. Here too. But one thing I’ve realized with all of my homebrewing on this website is how little the individual moving parts actually interact with each other. Ever read in these forums people complaining “I have X feat(s), how come it doesn’t display Y on my character sheet?!?”
The answer is always because the feats don’t know that the other feats are there, none of them know what weapons you have, nor are they designed to interact that way. There’s no button to make Sharpshooter or Great Weapon Master or Polearm Master or anything else give you the correct attacks for the weapon’s because non of them interact with anything other than the character sheet itself. And the system behind the character sheet isn’t set up to do it because the old character sheet was never designed to handle it. It’s a long story why.
The new character sheet is capable of handling stuff like that. So now they can redesign the system behind the system to do stuff like that. But the problem is that everything the system created (homebrew and official) is all intertwined with the system itself.
So first they have to go in and very carefully untie that Gordian knot so they can separate the content from the creation software. That way they can put things on different servers before that can finish upgrading the system behind the system they just upgraded. That’s what they’re doing now. That’s why some of the more complex homebrews are winking in and out as can be observed in the Bugs forum. Every one is something getting untangled and put where it needs to be.
Once everything is untangled, then they can finish upgrading the creation system. Once they do that, then they can finally go about fixing all the stuff that hasn’t worked correctly this whole time. It’ll be a long process.
Even after all of that is done, that modifier should still not adversely affect anything because what it boiled down to is telling the system to pull from the list of skills in which the PC has proficiency. If they have Expertise in a skill, that skill goes in a different list that the modifier was programmed to exclude.
I am creating a subclass that has an ability where it provides twice proficiency bonus to different skills. Must be proficient in the skill to get the extra bonus. When I try and create this in the modifiers section twice proficiency gives proficiency and doubles it to all of the skills.
How do I make the ability work, where it only applies to skills the character is proficient in? If this is possible
Thanks
Are you referring to "Expertise" that doubles a proficiency for an existing proficiency?
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Somewhat....I mean the wording a lot of abilities use is double the proficiency bonus (which is basically expertise) but even marking on the ability the modifier type as expertise still gives the character proficiency in all of the skills, not just the ones the character is proficient in.
Thats the one you want, doesn’t matter about the “rogue” part, that’s just the modifier that limits their choice to skills in which they are already proficient.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That is closer to what I need but they don't choose.
The ability is:
Your knowledge of the following is beyond the normal. double your proficiency bonus in Arcana, History, Nature, and Religion if you are proficient in the skill.
I can use the 'choose rogue expertise' but I'll have to set up for times and make sure the wording is there to only pick those skills that appear and leave the others blank. If they ever become proficient from skilled or another means, just got to remember to go back instead of it automatically.
Unless I am still missing something that does help.
Thank you though for this. It is a better option then I have been thinking of.
It doesn’t make any difference. In this instance “Choose Rogue Expertise” is just shorthand for “Choose a skill in which you are proficient and does not already double your proficiency.”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
You are not allowed to choose the same more than once. And even if you did, Proficiency*2 doesn’t change. It doesn’t double your Skill, just the proficiency bonus. If it is already doubled, it will not double a second time. As I said before, it doesn’t make any difference.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
No, it would not. The character doesn’t “get flagged as having rogues expertise,” the specific skills chosen get the “flag.”
Bards get Expertise twice after all. You’re overthinking it. You can already multiclass Bard/Rogue and it doesn’t screw anything up. These things are nowhere near as interactive as you seem to be giving them credit for being.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Oh trust me, I get it. Here too. But one thing I’ve realized with all of my homebrewing on this website is how little the individual moving parts actually interact with each other. Ever read in these forums people complaining “I have X feat(s), how come it doesn’t display Y on my character sheet?!?”
The answer is always because the feats don’t know that the other feats are there, none of them know what weapons you have, nor are they designed to interact that way. There’s no button to make Sharpshooter or Great Weapon Master or Polearm Master or anything else give you the correct attacks for the weapon’s because non of them interact with anything other than the character sheet itself. And the system behind the character sheet isn’t set up to do it because the old character sheet was never designed to handle it. It’s a long story why.
The new character sheet is capable of handling stuff like that. So now they can redesign the system behind the system to do stuff like that. But the problem is that everything the system created (homebrew and official) is all intertwined with the system itself.
So first they have to go in and very carefully untie that Gordian knot so they can separate the content from the creation software. That way they can put things on different servers before that can finish upgrading the system behind the system they just upgraded. That’s what they’re doing now. That’s why some of the more complex homebrews are winking in and out as can be observed in the Bugs forum. Every one is something getting untangled and put where it needs to be.
Once everything is untangled, then they can finish upgrading the creation system. Once they do that, then they can finally go about fixing all the stuff that hasn’t worked correctly this whole time. It’ll be a long process.
Even after all of that is done, that modifier should still not adversely affect anything because what it boiled down to is telling the system to pull from the list of skills in which the PC has proficiency. If they have Expertise in a skill, that skill goes in a different list that the modifier was programmed to exclude.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting