Camelot
Adventurer
D&D skill systems that I've seen have a wide range of skills that each use a specific ability score, implying that they are only used in certain ways. The best example of why this is a problem is Intimidate. If a really strong fighter with a high Strength but low Charisma wants to scare the feeble guard into letting him pass by threatening him with physical pain, wouldn't it make more sense for Intimidate to use Strength than Charisma?
In my home games, I allow skills to be used with any ability score. It's a simple math step for the players, but when using the currently long list of skills, it hits a snag. When could Intimidate be used with Dexterity, or Constitution?
To solve that, I shortened the list to 5 skills that can each be used with every ability score (though I combined Strength and Constitution, as well as Intelligence and Wisdom, so there are only 4 ability scores). Here are the skills that I came up with, along with some examples of how they can be used:
Deception
* Strength: The PC pretends to be in pain.
* Dexterity: The PC performs a card trick using sleight of hand.
* Intelligence: The PC uses his or her knowledge of the enemies' religion to fake a sign from their god that the PCs should be trusted.
* Charisma: The PC puts on a really convincing act.
Investigation
* Strength: The PC looks under every chair in the tavern for the lost item.
* Dexterity: The PC spots something that the others missed.
* Intelligence: The PC can tell that the tavern owner isn't telling the whole truth.
* Charisma: The PC asks around town to see if anyone noticed something suspicious.
Movement
* Strength: The PC climbs up the cliff wall.
* Dexterity: The PC balances above the acid pit.
* Intelligence: The PC uses his or her 10-foot pole as a lever to move the boulder out of the way.
* Charisma: The PC pretends to move one way, but actually goes the other.
Negotiation
* Strength: The PC threatens the guard with his or her muscles.
* Dexterity: The PC retains perfect posture to impress the duke.
* Intelligence: The PC reasons with the duke.
* Charisma: The PC flatters the duke, or makes subtle threats.
Survival
* Strength: The PC endures the harsh wilderness conditions.
* Dexterity: The PC steps lightly to make sure that he or she leaves no tracks.
* Intelligence: The PC uses his or her knowledge of nature to find food or herbs.
* Charisma: The PC keeps up morale as the group travels.
To make a skill check using this system, you first come up with your goal. "I want to make the guard let us pass" is an example of a goal. Then you assign the skill; that would be Negotiation, because you are trying to influence the decisions of another person. You then determine your methods: "I tell him that if he doesn't let us through, I'll beat him up." That allows you to assign the ability score; in this case, Strength.
It's not a perfect system yet, but I think it could work. Are there situations that you think aren't covered here? What skills could be added, combined, split, or taken away?
In my home games, I allow skills to be used with any ability score. It's a simple math step for the players, but when using the currently long list of skills, it hits a snag. When could Intimidate be used with Dexterity, or Constitution?
To solve that, I shortened the list to 5 skills that can each be used with every ability score (though I combined Strength and Constitution, as well as Intelligence and Wisdom, so there are only 4 ability scores). Here are the skills that I came up with, along with some examples of how they can be used:
Deception
* Strength: The PC pretends to be in pain.
* Dexterity: The PC performs a card trick using sleight of hand.
* Intelligence: The PC uses his or her knowledge of the enemies' religion to fake a sign from their god that the PCs should be trusted.
* Charisma: The PC puts on a really convincing act.
Investigation
* Strength: The PC looks under every chair in the tavern for the lost item.
* Dexterity: The PC spots something that the others missed.
* Intelligence: The PC can tell that the tavern owner isn't telling the whole truth.
* Charisma: The PC asks around town to see if anyone noticed something suspicious.
Movement
* Strength: The PC climbs up the cliff wall.
* Dexterity: The PC balances above the acid pit.
* Intelligence: The PC uses his or her 10-foot pole as a lever to move the boulder out of the way.
* Charisma: The PC pretends to move one way, but actually goes the other.
Negotiation
* Strength: The PC threatens the guard with his or her muscles.
* Dexterity: The PC retains perfect posture to impress the duke.
* Intelligence: The PC reasons with the duke.
* Charisma: The PC flatters the duke, or makes subtle threats.
Survival
* Strength: The PC endures the harsh wilderness conditions.
* Dexterity: The PC steps lightly to make sure that he or she leaves no tracks.
* Intelligence: The PC uses his or her knowledge of nature to find food or herbs.
* Charisma: The PC keeps up morale as the group travels.
To make a skill check using this system, you first come up with your goal. "I want to make the guard let us pass" is an example of a goal. Then you assign the skill; that would be Negotiation, because you are trying to influence the decisions of another person. You then determine your methods: "I tell him that if he doesn't let us through, I'll beat him up." That allows you to assign the ability score; in this case, Strength.
It's not a perfect system yet, but I think it could work. Are there situations that you think aren't covered here? What skills could be added, combined, split, or taken away?