The Three-Skill System

Rune

Once A Fool
So, here's something I'd like to see: a very simple, streamlined skill system that lets the player define the skill and puts adjudication back into the DM's hands.

Why? Frankly, I'm a little tired of how, in both 3.x and 4e, what you can do is determined before you begin play, instead of by the situation you find yourself in. And, yet, I'd like to keep some skill system.

Something like this:

The Three Skill System.

  • Each character, at generation, would have one very general skill based on everything the PC did before level one. This would be the Background Skill. This skill covers anything the PC wants to do that s/he might have learned before becoming an adventurer. It should be very general (usually a vocation) and will almost always be used only to determine what mundane tasks the PC could accomplish without making a check.

    If a check is required (someone grew up in a family of hunters and wants to use those skills to track someone, for instance) the DM would assign the relevant ability modifier based on what the PC is trying to accomplish and a static bonus (that is, one that does not increase with level) would be added in to a d20 roll to check for success against a DC (or possibly an opposed roll).

  • Each character would also have a skill based on what s/he has learned after becoming an adventurer. This would be the Class Skill. Anything that someone of the PCs class would reasonably need to be trained in to be effective would fall in this category.

    Again, the DM would decide what ability modifier applied to the situation and this would be added to 1/2 character level and a d20 roll to check for success against a DC or opposed check.

  • Most characters would also have a very specific focus. This would be the Specialist Skill. This would be one thing that the player chooses at generation to be especially good at. This, too, would be user defined, but would need to be precisely focused.

    As with the other two, the DM would decide what ability modifier applies in the circumstances and the player would add that to the PC's level + d20 against a DC or opposed check. The PC should be able to accomplish things with this skill that no one else of comparable level would be capable of.

At low levels, the background skill would be better than either of the other two, but, as the character gains levels, the specialist skill (somewhat) quickly surpasses it, while the class skill does so more slowly.

But, what about a Jack of All Trades character?

It should be no minor problem to allow such a character to include "pretty much everything" as a comprehensive category for that PC's Class Skill at the expense of not taking a Specialist Skill at all.

EDIT=This system does break down when you factor in multiclassing (however that would work).

Essentially, you would either have to widen the scope of the class skill to cover both/all classes, or add in an extra class skill per class. Neither would be too difficult, though, obviously, the second would be more balanced with non-multiclassed characters, if the different classes involved each have levels attached to them--as the do in 1e, 2e, and 3e.

For feat-based multiclassing (such as 4e uses), you could treat each feat taken as 1 or more levels in the appropriate class (depending on just what they do) for purposes of determining the bonus to that class skill.


EDIT=This system would need to address overlap between the Background Skill and the Class Skill. In such cases, the Background modifier could be added into the Class Skill check, but ought not be too large. +2 would be a good number, because, effectively, this makes the background a conditional modifier, which seems appropriate (and in line with racial bonuses (essentially background bonuses) to skills in both 3e and 4e).

So, what do you think? Would something like this fit in with the next iteration of D&D?
 
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Rune

Once A Fool
Thanks. I see it as a baseline, with the option for adding on a more robust skill system, for those who would want one.
 

Jack7

First Post
Whereas I might not devise the system just like you did, you made some excellent points.

And whereas skills share certain things in common, the way they are expressed by individuals varies greatly.

I think these point that you made was an especially important and good insight about the way skills are really utilized by people:

Why? Frankly, I'm a little tired of how, in both 3.x and 4e, what you can do is determined before you begin play, instead of by the situation you find yourself in.

I allow players to use their real world skills in-game, if they are appropriate to the setting.

I really like the idea of in-game skills-use, because skills are so fundamental to people, but so far it seems to me that all the game-rules surrounding their useage are extremely restrictive, inflexible, short-sighted, and unrealistic. And mathematically (die-roll heavy) encapsulated, and people rarely use skills in this way at all. Skills are by very nature not chance based, if they are real skills, but practice and proficiency-based.

The game-rules developed so far just don't reflect at all the way people really use their skills and expertise.
 




Rune

Once A Fool
Could you give an example of how this system could be used? I'm afraid I don't really grasp what you are getting at.

Sure. Stick with me; this will be kind of long. Let's say Joe the Fighter started out as a farmer. He has a little blurb on his character sheet where he's got his background written in (a few lines or a paragraph). He also has an area for his skills and one says Background Skill and has a number representing training (say, +2) next to it. No need to go into more detail on the sheet.

There's another skill on there called Class Skill and has a number = 1/2 level. Let's say Joe is second level; the number would be +1 . At level 10, the number would be +5. At level 20, it would be +10. Since Joe's class is already on the character sheet, there's no need to add further detail to this skill, either.

There's one more skill on there. Let's say that Joe has specialized in mounted combat. This is a skill that the DM would probably consider part of the Fighter's Class Skill, but Joe wants to be really good at it. His character sheet has Specialist Skill on it and has written "Mounted Combat" in beside it. At level 2, he'll have +2 beside it. At level 10, it would be +10. At level 20, it would be +20.

Now, Joe and company are traveling through the countryside and come across a field of vegetables. The group has heard that a mysterious drought has struck the area, but the vegetables seem to be in good health.

The whole party thinks this is strange, but, since Joe was a farmer before he was a fighter, he asks if he can use his Background Skill to figure out what kind of magic fertilizer has been dumped on them. This is a mundane use of the skill, and the DM decides there's no reason to require a roll; he dispenses the relevant information.

Later, when it has been discovered (in the course of adventuring) that the crops are actually feeding on the trapped souls of hapless wanderers kept in stasis beneath the soil, Joe wonders if he could transplant the crops without destroying the souls they are rooted to. This is a task that his background could help with, but it is certainly not mundane, so the DM requires a roll, and figures Intelligence will be the relevant ability modifier, since he will be figuring this out for the first time. The DM sets a moderate DC, figuring that the idea is pretty good and seeing no reason why it should be too difficult to accomplish) and lets Joe go for it.

Unfortunately, the Necromantic Gardenkeeper chooses this time to strike and combat breaks out. Joe's companions are ready for battle, but Joe is elbow-deep in arcane fertilizer. As the skeletal farm-animals advance, Joe grabs a hoe and makes a mad dash across the field toward a nearby stable, trying to dodge blows on the way. The DM figures that a Fighter ought to be able to do this kind of thing, assigns Dexterity as the relevant modifier, and lets Joe's check oppose his enemies' attack rolls.

Once at the stable, Joe finds a not-undead horse and chooses to calm and climb on without a saddle. The DM figures that general mounted combat techniques that a fighter would know won't cut it for this brash move, but Joe is especially good at this. He sets a high DC and is not at all surprised when Joe makes it. Now, Joe the Fighter brandishes the hoe and charges back into combat and it is on!
 
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Rune

Once A Fool
I like it. I don't think it would work as the default, but as an optional rules-lite approach it's definitely something I'd consider.

Out of curiosity, what do you think ought to be the default? I would think that the rules-lite approach would be the best place to start.
 

Fanaelialae

Legend
Out of curiosity, what do you think ought to be the default? I would think that the rules-lite approach would be the best place to start.

I agree that rules-lite should be the base, but it should also be something more traditional.

Perhaps even as simple as, no skills, you just make ability checks. My understanding is that that's how 1e usually worked.
 

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