D&D 5E A more dynamic skill system?

The 5s skill system covered the basics, but it is a touch simplistic for investigative scenarios, especially since by 5th or 6th level a party will have virtually every skill buffed. My next campaign will be in the Degenesis (no magic), and I was wondering how/if the skill system could be made a bit more refined.

Has anyone done anything with the 5e skill system? Or is there an aftermarket/3rd party option?
 

log in or register to remove this ad

dave2008

Legend
I haven't done anything with it yet, but PF2e has an interesting mechanic for the Exploration mode (avoid notice, defend, detect magic, follow the expert, hustle, investigate, repeat a spell, scout & search) that I have thought of adapting to 5e and expanding into Social encounters too. Fate of the Norns has a social combat mechanic that they have/are porting to 5e. That might be worth looking at as well.
 

I haven't done anything with it yet, but PF2e has an interesting mechanic for the Exploration mode (avoid notice, defend, detect magic, follow the expert, hustle, investigate, repeat a spell, scout & search) that I have thought of adapting to 5e and expanding into Social encounters too. Fate of the Norns has a social combat mechanic that they have/are porting to 5e. That might be worth looking at as well.

Thanks!
 


doctorbadwolf

Heretic of The Seventh Circle
I port skill challenges over, use fail forward, allow Inspiration to be spent to establish a flashback to the backup plan or bait and switch or “lucky I had this in my kit” solution to a problem, and also treat proficiency more loosely.
 


I port skill challenges over, use fail forward, allow Inspiration to be spent to establish a flashback to the backup plan or bait and switch or “lucky I had this in my kit” solution to a problem, and also treat proficiency more loosely.

I don't use Inspiration, and if it isn't written in your gear list (at my table) you don't have it. What I'm looking for (for my table) is more player development choices, fewer 'roll a dice to solve it'. I value role-play rather than roll-play. I feel that a more detailed skill set involves players on a thinking level in investigation or Social situations, rather than "I got a +6 to Char, I'll roll'.

Not that there's anything wrong with others using that style, but I'm looking for something else. 5e has brought the dungeon crawl to perfection, but what it is still weak in (IMO) is in investigation and social encounters.
 

NotAYakk

Legend
I don't understand; if you don't want to use game mechanics to judge what happens in social situations, why do you want game mechanics?

"More refined" "dynamic" don't descriptive what you want at all; they are generally positive sounding adjectives that carry next to no meaning.

What are "player development choices"?
 

Derren

Hero
I port skill challenges over, use fail forward, allow Inspiration to be spent to establish a flashback to the backup plan or bait and switch or “lucky I had this in my kit” solution to a problem, and also treat proficiency more loosely.
So basically no one can fail ever. How is that more dynamic?
Whats needed is that failure have consequences and that not all parties can automatically do everything by the virtue of existing. That would put an actual gameplay element back into skills.
 

I don't understand; if you don't want to use game mechanics to judge what happens in social situations, why do you want game mechanics?

"More refined" "dynamic" don't descriptive what you want at all; they are generally positive sounding adjectives that carry next to no meaning.

What are "player development choices"?

Player development choices are the choices the players make to develop their characters with finite resources, meaning that one PC cannot do everything. In short, getting players involved in developing their PCs over time, rather than "I put six points into Char, I'll do the talking'.

Dynamic and refined, well, let's take an easy murder scene. The PCs need to solve a murder. They have a body in a room, median room temperature, cold night outside, body has developed lividity and five to six joint rigor. Cause of death appears to be systematic shock brought on by organ damage from stab wounds. You have signs of forced entry at the room door and one window, minor damage to a free-standing table, defensive wounds on the corpse's outer left arm. A rune cut into the victim's forehead precludes raising or communication with dead.

Pretty straight forward and simple, but all you have in terms of skills is Investigation, Medicine for the autopsy, and perhaps Survival for checking for tracks outside the window. Toss in a Perception roll or two, and that's it. Two, maybe three skill rolls, and you can be sure that every group is going to have a proficiency and high stat in each. There is zero player involvement, no incentive to learn and improve skills,

But with narrower-application skills, you can feed the players the bits of evidence singly (perhaps with a failed or less successful roll to create uncertainty as to the value of a piece of data), and then the players have to assemble the bits of information into a whole.
 

Remove ads

Top