Need Advice for Changing the Proficiency System.


Running the Game

Scarab Sages

First of all, this is for a West Marches style campaign, basically a huge sandbox with many varying levels of creatures and challenges and varying character levels and an old school feel, with a new school rules system. This concept is not related to play testing, I don't care about strict RAW. I want the players to show up when they can, which means they will have varying levels. My current solution is this: The +1 to prof every level is going to be +0 from levels 1-3, +1 from levels 4-6, +2 7-9, and so on. This 'bounded' progression will apply to the monsters and traps as well. It should allow players to explore the entire sandbox with varying threat levels, within reason, say + or - of 7 level difference from a monster. Should allow a level 4 character to be with a level 8 character without too much pandemonium. Any fixed DC's like Battle medic for example, would be rolled as if you had the normal proficiency numbers, as far as the math is concerned its all the same % chance of success. What are your thoughts, any ideas that can help us? What are some pitfalls?


So +1/3 progression?

Pitfall: Anything that requires a critical success or critical failure (like Disarm or Turn Undead) will become exceedingly rare. Spellcasters will notice it most as many spells will feel nerfed.

Other than that, if you don't mind, it can work. I used to advocate +1/2 before GMing a bit, I realise it's fairly simple to do.

Maybe keep a sheet handy with the correct penalties for each level so you can convert monsters of different level easily and quickly without losing track?


Why not just run it full Bounded, with +0/lvl. The scaling built into magic items, hp, and damage are enough to push the effective encounter bubble from +/-4 to +/-6 and stretches towards +/-8ish. If your goal is ~7ish level difference your math is closer to +/-(5-6)

It ends up being way less work to convert the bestiary. It just works, and will work better for your stated goals.

This has the DCs that need to change etc, and a new encounter table and xp progression supporting mixed level parties.


Another thing you could do is roll 2d10 instead of 1d20, putting die results on a light bell curve which favors ability and proficiency over randomness. Then halve the level contribution, or even third it as you suggested, and have crits happen on 5 over/under instead of 10.

Scarab Sages

Zman0 wrote:

Why not just run it full Bounded, with +0/lvl. The scaling built into magic items, hp, and damage are enough to push the effective encounter bubble from +/-4 to +/-6 and stretches towards +/-8ish. If your goal is ~7ish level difference your math is closer to +/-(5-6)

It ends up being way less work to convert the bestiary. It just works, and will work better for your stated goals.

This has the DCs that need to change etc, and a new encounter table and xp progression supporting mixed level parties.

Hey thanks for making that varient rules PDF, it’s very well done and professional. I was wondering if we could have a discussion about it on some type of voice app?


Luceon wrote:
Zman0 wrote:

Why not just run it full Bounded, with +0/lvl. The scaling built into magic items, hp, and damage are enough to push the effective encounter bubble from +/-4 to +/-6 and stretches towards +/-8ish. If your goal is ~7ish level difference your math is closer to +/-(5-6)

It ends up being way less work to convert the bestiary. It just works, and will work better for your stated goals.

This has the DCs that need to change etc, and a new encounter table and xp progression supporting mixed level parties.

Hey thanks for making that varient rules PDF, it’s very well done and professional. I was wondering if we could have a discussion about it on some type of voice app?

No problem. Having a discussion is possible, I think I have PMs enabled. But via message might still be easier.

Scarab Sages

Zman0 wrote:
Luceon wrote:
Zman0 wrote:

Why not just run it full Bounded, with +0/lvl. The scaling built into magic items, hp, and damage are enough to push the effective encounter bubble from +/-4 to +/-6 and stretches towards +/-8ish. If your goal is ~7ish level difference your math is closer to +/-(5-6)

It ends up being way less work to convert the bestiary. It just works, and will work better for your stated goals.

This has the DCs that need to change etc, and a new encounter table and xp progression supporting mixed level parties.

Hey thanks for making that varient rules PDF, it’s very well done and professional. I was wondering if we could have a discussion about it on some type of voice app?
No problem. Having a discussion is possible, I think I have PMs enabled. But via message might still be easier.

Hey Zman0, I have PMs enabled, you do not, I want to send you a discord link.


Luceon wrote:
Zman0 wrote:
Luceon wrote:
Zman0 wrote:

Why not just run it full Bounded, with +0/lvl. The scaling built into magic items, hp, and damage are enough to push the effective encounter bubble from +/-4 to +/-6 and stretches towards +/-8ish. If your goal is ~7ish level difference your math is closer to +/-(5-6)

It ends up being way less work to convert the bestiary. It just works, and will work better for your stated goals.

This has the DCs that need to change etc, and a new encounter table and xp progression supporting mixed level parties.

Hey thanks for making that varient rules PDF, it’s very well done and professional. I was wondering if we could have a discussion about it on some type of voice app?
No problem. Having a discussion is possible, I think I have PMs enabled. But via message might still be easier.
Hey Zman0, I have PMs enabled, you do not, I want to send you a discord link.

Apparently never confirmed the changes.

Scarab Sages

Zman0 wrote:
Luceon wrote:
Zman0 wrote:
Luceon wrote:
Zman0 wrote:

Why not just run it full Bounded, with +0/lvl. The scaling built into magic items, hp, and damage are enough to push the effective encounter bubble from +/-4 to +/-6 and stretches towards +/-8ish. If your goal is ~7ish level difference your math is closer to +/-(5-6)

It ends up being way less work to convert the bestiary. It just works, and will work better for your stated goals.

This has the DCs that need to change etc, and a new encounter table and xp progression supporting mixed level parties.

Hey thanks for making that varient rules PDF, it’s very well done and professional. I was wondering if we could have a discussion about it on some type of voice app?
No problem. Having a discussion is possible, I think I have PMs enabled. But via message might still be easier.
Hey Zman0, I have PMs enabled, you do not, I want to send you a discord link.
Apparently never confirmed the changes.

I sent you my Discord link. I also have several question about your PDF. Thanks

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