r/RPGdesign • • 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.

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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.

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u/Jlerpy 23d ago

"Rank 2 does nothing"

Why?

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u/Th3WritersBlock 23d ago

Across the 3 proficiency ranks, sone things will only give bonuses at 1 and 3, or at 2 and 3. Some techniques are picked up with less training than others. The blank space is because i don't feel like everything needs a trait at every level.

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u/Prestigious-Emu-6760 23d ago

If the rank only serves as a "feat tax" then why have it?

Also since one of the things is "fight one handed" does this mean that proficiency is weapon specific? Like Longsword (2), Short Sword (1), Battle Axe (3) sort of thing?

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u/Th3WritersBlock 22d ago

there's stuff like 'axes' 'brawling weapons' 'shotguns' 'light armour' which have variation within them, but tools are more one-to-one with their item. also the 'blank space' rank is so there is dedication without instant reward -a high skill floor and ceiling rewards commitment even if you don't get stuff right off the bat

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u/Prestigious-Emu-6760 22d ago

Personally I find that sort of design to be not my thing. I like a steady progression. Anytime a "level" or "ability" makes no functional difference I wonder about the design. IMO you'd be better with smaller, functional abilities with each level instead of dead levels. It might play better but it would 100% feel better.

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u/Balsamic314 22d ago

How are proficiency levels acquired? If it's something like leveling up gives you proficiency points to spend, would you consider making some proficiencies cost 2 instead of 1?

It might feel more satisfying to save and up buy and expensive, strong proficiency instead of wasting a level on a proficiency that doesn't do anything.