A recent topic of discussion on the TNP Discord was how D&D 2024 compares to TNP, in terms of what it's doing with skills.
In 5e, you have a proficiency bonus that scales up as you level (starting at +2) and generally speaking, you get proficiency with 4 skills -- 2 from your class, and 2 from your background. Certain features (such as Jack of All Trades, for the Bard class) let you add half of this bonus to your skill checks; other features allow you to add double this bonus, a mechanic which is typically referred to as "expertise." Barring these outliers, your proficiency bonus will scale up to +6 and your ability mods will cap out at +5; a +11 modifier effectively means a 10% success rate against a DC30 (i.e. only a d20 roll of 19 or 20 would succeed.) Most DCs in 5th Edition are done in increments of 5, with each increment representing a 25% swing in difficulty; with advantage, a d20 roll with no modifiers vs. a DC10 is equivalent to about a +5 bonus, or about 25% (coincidentally).
As you can probably guess, this leaves 5e with a fairly narrow band of DCs it can meaningfully use. So with the 2024 rules, they've tried to crowbar in advantage, if/when you can reasonably argue to the DM that proficiency bonuses from a skill/tool/etc. would overlap for a given action; instead of stacking/doubling these proficiency bonuses, the DM is instead encouraged to grant advantage on the check. The problem is that not all skills have a tool which makes an obvious pairing with them, causing a difference in effective DC of potentially 25% (the difference between advantage vs. a straight roll.) In short, this is an afterthought, and that's why it's mechanically/mathematically unsound.
If we go back to 3.5, there was a system for "skill synergies" whereby 5 ranks in a given skill granted a +2 bonus to a related skill. Even this was a very "pick & choose" kind of affair, where it was not universally applied. By contrast to what 3.5/5e D&D are trying to do, both TNP systems have skill synergies built into their baseline assumptions. Every "core" skill falls under an Attribute and a Skillset; what this means is that adding bonuses to a skill always increases the bonuses to the other skills that are related to it.
For example, in 3.5 having 5 ranks in Bluff gives you a +2 to Diplomacy and Sleight of Hand checks. In TNP, if you increase your Subtlety skillset, that would increase both your Bluff and Sleight of Hand skills; likewise, increasing your CHA attribute would increase both your Bluff and Persuasion skills. Because all core skills fit somewhere on the grid, this built-in system for synergy works across all core skills; the skillsets effectively serve as another vector (in addition to attributes) by which thematically-linked skills are able to be synergized. In TNP, you can gain training and/or a bonus rank in either the attribute or the skillset for a given skill; instances of overlapping training do not stack, but they do provide the "mastery" bonus to such skills. In the sequel, each bonus to a given skill's attribute or skillset would add an additional d6 to the pool for that type of skill check.
Now, admittedly, where this idea falls short in the TNP systems is with knowledge skills; although they are grouped by power source (and only half are unique to a given power source) power sources are not given a "score" nor do knowledge skills have "skillsets" or any other such 2nd vector to group them together. In TNP this is somewhat remedied by additional ranks (beyond 3rd) being more readily available, for knowledge skills. As for the sequel mechanics, those details are still being worked out.
I think a strength of the 2d6 ethos for the sequel is that every die you add into the pool has the potential to matter. One complaint I've heard about older versions of the World of Darkness system is that it's still all down to random chance; you roll X number of d10s, and need a 10 to show up, in order to succeed. Likewise, when I play Call of Cthulhu-based boardgames, you end up needing a 5 or a 6 on a d6 in order to succeed; if you fail, you spend a token and gamble again. In both cases, your previous failures don't get you any closer to success. (Worth mentioning here, most newer versions of Axis & Allies, including some 3rd-party off-shoots, allow for previously-failed technology rolls or "tech tokens" to accrue towards eventual success at such research.) With the sequel mechanics, the fact that you are always adding 2 dice together, means that you avoid the pitfalls of the WoD and CoC systems, because low rolls are still potentially useful and therefore worth something. The other thing is that having 2d6 as the DC provides some variability in which results will succeed, as well; obviously, high rolls always have a better chance at success, but nothing is out of the realm of possibility in an "opposed roll" paradigm.
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Running a few hours behind schedule, but managed to stay caught up for August.
Look for the next post around September 10th.