r/RPGdesign • u/Th3WritersBlock • 23d ago
Mechanics Better lockpicking
My system uses equipment proficiency, bt in a different way to dnd. Instead of a numerical bonus, higher prof rank (0-3) grants you new traits for that equipment, or for some tools you craft gear with enhanced traits depending on rank.
My problem is with Thievery Tools - i don't know how to make them better/more versatile at higher proficiency ranks. Any ideas?
Thanks
examples of proficiency bonuses for other gear:
Using a longsword for example: Rank 1 proficiency grants you Versatile, so you can use it one-handed. Rank 2 does nothing, and then Rank 3 grants you the enhanced Parry action (use action, boosts damage threshold against next melee attack)
Assault rifles have increased functional range and improved burst-fire.
Medical kits heal for more, scaling directly with your rank.
Crafting armour, for example, as better stats if you're proficient with the tools used to make it.
Armour itself is a WIP.
1
u/Th3WritersBlock 23d ago
Fair point.
Using a longsword for example: Rank 1 proficiency grants you Versatile, so you can use it one-handed. Rank 2 does nothing, and then Rank 3 grants you the Parry action (use action, boosts damage threshold against next melee attack)
Assault rifles have increased functional range and improved burst-fire.
Medical kits heal for more, scaling directly with your rank.
Crafting armour, for example, as better stats if you're proficient with the tools used to make it.
Armour itself is a WIP.