Arlough
Explorer
Okay, I want a unified mechanic between Skill Checks and Attacks.
Partially, I’ll admit, I want this to simplify my cheat-sheet by reducing the number of tables needed. Another part is because some Skill Challenges I already run as quasi-combats.
[sblock=”Combat Skill Challenge”]
Players make checks against the chosen aspect of a challenge.
The DC is determined by how appropriate the chosen skill is against the challenge.
If they hit the DC, they get 1d6 + (1d6 per 5 points over) to roll against the check.
The challenge is built like an encounter, with a statblock per aspect of the challenge (one aspect per needed success in the classic terms) with initiative, HP and attacks against the players.
There is only 1 standard action per turn. Turns progress until either all aspects of a challenge have been overcome, or until the players have succumbed to fatigue.
[/sblock]
So I was thinking about this. What if:
Partially, I’ll admit, I want this to simplify my cheat-sheet by reducing the number of tables needed. Another part is because some Skill Challenges I already run as quasi-combats.
[sblock=”Combat Skill Challenge”]
Players make checks against the chosen aspect of a challenge.
The DC is determined by how appropriate the chosen skill is against the challenge.
If they hit the DC, they get 1d6 + (1d6 per 5 points over) to roll against the check.
The challenge is built like an encounter, with a statblock per aspect of the challenge (one aspect per needed success in the classic terms) with initiative, HP and attacks against the players.
There is only 1 standard action per turn. Turns progress until either all aspects of a challenge have been overcome, or until the players have succumbed to fatigue.
[/sblock]
So I was thinking about this. What if:
- Skill Training, instead of giving a +5, just allowed you to add your base (1/2 level) to the skill check
- Skill Focus, instead of giving a +3, allowed you to add inherent bonuses to your check
- Item bonuses to skills instead made the skill brutal (item bonus) So if you had an item that grants a +2 to acrobatics, instead it grants a reroll when you roll a 1 or a 2.
- DCs were calculated as follows
- Easy = 12+Level
- Moderate = 14+Level
- Hard = 16+Level
- Racial bonuses and background bonuses were changed from +2 to +1/tier