D&D 5E ,Q&A: New Skill system, Skill dice, and profiencies (May 2)

Well in previous packets if one got a skill from one source and got the same skill from a second source you were allowed to pick a different skill instead. So say you got Listen from you background or class and then picked an Elf which got listen as well you could pick a different skill insteae since you already have listen.

That was a major step up from 4e where if you were a cleric which got religion automatically and multiclassed into invoker you got ripped off because that feat gave the Religion skill no substitions.

I imagine Mike Mearls latest attempt at Skills will allow substitions in cases of dupilcations.
 

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My only problem with this Q&A is the implication that we'll either get no skills or a 3e/4e style skill system that replaces the ability check resolution system. I love the use of skills as a support to the ability based resolution system. It's by far one of my favorite things about the playtest. I would be very much disappointed to see that option go away in favor of 'no skills' or 'skills replace ability resolution'.

My ideal rules-light system is having the skills as used in previous packets-- The skills are basically an 'area of expertise' and you apply your skill bonus or die to any ability check which relates to it. It's easy. It's flexible. It's extremely easy to customize. Please, please, please keep it as an explicit option.

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I think it's a bummer they can't get skills to work for both people who want them and people who don't.

...

Still though, does that mean two different character sheets? One with skills, one without?

I don't know why they aren't mentioning the following anymore, but weren't they previously thinking of giving Basic PCs the choice of one ability (ie Strength, Intelligence...) and apply the skill bonus to all checks with that, if not using skills? It would seem so easy to do something like that to allow PCs using skills and PCs not using skills at the same table.

And a character sheet doesn't need much more for skills, if they increase all by the same rate. You can just put the keywords "Climb, Knowledge Arcana, Stealth, ..." somewhere in an "open" section of your character sheet, just where you can put your feats, your class special abilities, and other add-ons. A more complete character sheet would be different only in having the section split up with titles for each subsection.

The last answer bugs me: "We want to give these out where it’s appropriate, and are not limiting them to coming from a single source."

Overlapping might be an occasional problem, but IMHO it is more important to have the possibility of getting a proficiency from a "pool" that is available to everyone (that is, unless you want something to be exclusive).

The solution is probably feats, since these are open to everyone, and since from the next packet feats will be always an option at every table (not in Basic, but it makes sense that in a Basic game you can't customize PCs fully - but if you want so, the DM can always take proficiency feats from Standard and let you have one in place of an ability stat boost).

The only problem is that now feats are supposedly getting bigger, and one single proficiency alone might not make for a feat strong enough to stand against the others.

Then getting the same prof from a race, a class, a background is a different issue. What is more important in the game, that someone wanting to play a Fighter+Thief or Wizard+Thief will get enough from the Thief background to be indeed a "thief", or that someone wanting to play a Rogue+Thief doesn't have any overlapping of features so that it doesn't feel she's not treated fairly? I don't have an answer to this, but I have the feeling that fixing the second case with house rules (or guidelines in the book) is easier that fixing the first case.

Now, if I want a more complex skill system, a module replaces the skill bonus with skills and ranks. Even better, if I want a complex weapon system, it replaces the attack bonus with weapon skills and ranks. Everybody wins.

Basically 3e skills... I think this could be done fairly easily as an Advance module.

Also an equivalent weapon rank system is easy, but then it would work very differently at the table, because skills give you more flexibility (if you have Climb, Swim and Jump, you're good at climbing, swimming and jumping, so this can open up new tactical opportunities: "hey I can climb over there and enter from the window / how about I swim to the other side of the moat and lower the bridge for you...") while in case of weapons except in occasional emergencies you are almost always going to use the 2 weapons you're best at (one melee, one ranged) and the others don't matter.

Skill Dice: Boo. Get rid of them (if I had my way). Do not like this over a static bonus.

IIRC we will get a skill static bonus back to everyone.

In addition, Rogues and Bards will have a skill die (similar to previous martial damage dice) that can either be used for an additional boost or "spent" for alternative benefits.

In the current packet Rogues already get an additional bonus dice to a couple of skills (added to the skill dice everybody gets on their skills) from their Scheme. Basically what they're doing, is allowing Rogues to give up this extra dice for Skill Tricks effects (as in the second-last packet) rather than the regular skill dice, which in turn is reverted back to a static bonus.

Notice that this works a little bit like the original Expertise Dice idea: if you want to play it simple, you just use the extra dice for additive bonus, if you want to play it more tactical, you use it to activate special effects.
 

There are three reasons.

First, uniformity in the system. The core mechanic is always d20 + ability modifier + training (ranging from +0 to +5). DCs and Armor Class have the same range of numbers.

Second, modularity, as I mentioned above. You can trade out one system of training for something more detailed without altering the balance of the game.

Third, representation of your character getting better at adventuring.

It is a bit like the 1/2 level bonus, but broken into larger categories: Attacks, Spellcasting, and Skills.

Perhaps even better would be if each pillar got its own bonus: Attack Bonus, Exploration Bonus, and Interaction Bonus.

Weapon attack bonus varies with class, magic attack bonus varies with class, so could we split skills into some large categories and assign their progression by class? I can imagine Physical, Finesse, Mental and Social skills (basically covering fightery things, thievy things, wizardy things and bardy things), progressing differently based on class. Fighters get Physical skills, Rogues get Finesse and one other, Bards get Social and pne other, Wizards get Mental, etc. Then a good, robust feat would let you get the best progression in a skill group you don't already have, plus a couple of proficiencies from that group.
 

Weapon attack bonus varies with class, magic attack bonus varies with class, so could we split skills into some large categories and assign their progression by class? I can imagine Physical, Finesse, Mental and Social skills (basically covering fightery things, thievy things, wizardy things and bardy things), progressing differently based on class. Fighters get Physical skills, Rogues get Finesse and one other, Bards get Social and pne other, Wizards get Mental, etc. Then a good, robust feat would let you get the best progression in a skill group you don't already have, plus a couple of proficiencies from that group.

I don't think we really need this. It's the same as ability scores, if you add the missing 2, so we get exactly what I was talking about before, getting the bonus on all checks with one chosen ability, for basic characters.

Everybody else who wants a skill system (ie something more than basic) needs a skill system... large groups like these 4 are not a skill system.
 


Anybody else getting really, really impatient for the next playtest packet? We've got all these tantalizing hints about new ideas and systems. I want to see the implementation, dangit!
 

Yes, and I do not like this.

Ok... I thought you wanted to have static bonuses for everybody's skills instead of the current skill dice, that's why I pointed out that this is what in fact we'll get. But you meant you dislike the skill dice so much you don't want it even as an addition to some classes only.

Well, there are other many ways of course to give Rogues an edge in skills... they've already tried many different concepts for "skill mastery" so far, but apparently the negative feedback for all of them must have been high enough to make them withdraw their implementation each time. Eventually they must settle for something...
 

Anybody else getting really, really impatient for the next playtest packet? We've got all these tantalizing hints about new ideas and systems. I want to see the implementation, dangit!

Yes! Its so hard to conceptualize without being able to actually see these systems and how rhey interact.

The classes are done or almost done so I think its time for a new packet next week.
 

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