_Michael_
Explorer
So, I wanted to revamp the 3.5e skill rules a bit. There's several flaws that we all know about and I've yet to see a fix. You know them--point dumping ("Oh, look! My non-magic user suddenly knows how to use magical devices just in time to activate this rod!"), unexplained rises in ranks players weren't using over the course of the level, and a too fast progression that made everything a cakewalk by level 10.
Well, here at Acme Incorporated, those days of easy living on bloated skill ranks and magical deus ex machina are over. You point-dumpers are fired.
I'm implementing a tiered proficiency system, where every 5 ranks you go up a tier. Each skill has skill uses that before, you could use regardless of number of ranks if you had the skill. I've separated that a bit and made skill uses themselves ranked, with the really incredible ones being higher profiency tier. What does this get you? Observe.
Tier 1: Apprentice (1-4 ranks), gets to use apprentice-tier skill uses (uses within a given skill)
Tier 2: Journeyman (5-9 ranks), gets to use journeyman-tier skill uses
Tier 3: Master (10-14 ranks), gets to use master-tier skill uses
Tier 4: Legendary (15-20 ranks), gets to use legendary skill uses
On top of which, there's no more skill progression. When you level up, your skills do not automatically level up with you. Players start out at level 1 with a pool of skill points they can assign during character creation, but then they no longer earn skill points each level. Instead, they have to rank them up through use. This is done by using the proficiency tiers. Each tier has a progressively higher base number of tries + current skill ranks that must be successfully attempted to rank up that skill. For example, you could put 10 for all Apprentice skill ranks (1-4), so the number of successful uses would be 10 + current number of skill ranks. Once they complete their mastery test, they then go to the next proficiency tier, which might be 15 + current number of ranks. Then 20 for Master and 25 for Legendary.
Players therefore must engage with their skills in play to progress. No point "dumping" is possible. Instead, the player must actually use them. Moreover, advancement slows down naturally as the character becomes more expert, forcing them to focus on fewer skills. To advance a skill by one rank, the character must achieve a number of successful skill checks equal to the value in the table below, corresponding to their current Tier. Once the required number is reached, the character immediately gains +1 Rank in that skill.
Once a character reaches the highest Rank in their current Tier (Rank 4, 9, or 14), they cannot gain the next rank until they successfully complete the appropriate Mastery Challenge (as a quest or high-DC check).
What about Trained/Untrained? Cross-Class Skills?
To use an untrained skill, the player can just has to make 10 successful attempts to get that first skill point in a new skill, but if it's a trained skill, the player would likely have to find someone to train with to learn from, during which they'd make their attempts and note successes until they had 10 sucesses. With cross-class skills, this could be modified to say the player needs to find someone to teach him, regardless of trained or untrained, and it would require double the number of successful attempts. That decreases the cross-classing skills willy-nilly, like players winding up with barbarians that can sing opera or other oddball quirks.
This effectively means that skills like Decipher Script, Disable Device, Forgery, and Use Magic Device cannot be learned "accidentally" through repeated use; they must be taught by someone. This preserves their high-risk, specialized nature.
Going from Rank 2 to Rank 3 in a cross-class skill now takes 24 successful uses instead of 12. This is a significant time investment and will force players to prioritize their Class Skills. No half-ranks avoids the clunky 3.5e system of accumulating half-ranks and keeps the math simple (integer ranks only).
So, if the Barbarian truly wants to sing opera (Performance, a likely Cross-Class skill), they can, but they will need to dedicate a massive amount of game time to it, making it a conscious, earned quirk rather than a result of simply dumping leftover points.
What do you think? I'd really appreciate any feedback on this. I'm not sure how this would play out, but it sounds good on paper and doesn't really require much record keeping other than tracking the number of successful attempts made for each skill (a box next to each skill on the character sheet would do the job).
Well, here at Acme Incorporated, those days of easy living on bloated skill ranks and magical deus ex machina are over. You point-dumpers are fired.
I'm implementing a tiered proficiency system, where every 5 ranks you go up a tier. Each skill has skill uses that before, you could use regardless of number of ranks if you had the skill. I've separated that a bit and made skill uses themselves ranked, with the really incredible ones being higher profiency tier. What does this get you? Observe.
Tier 1: Apprentice (1-4 ranks), gets to use apprentice-tier skill uses (uses within a given skill)
Tier 2: Journeyman (5-9 ranks), gets to use journeyman-tier skill uses
Tier 3: Master (10-14 ranks), gets to use master-tier skill uses
Tier 4: Legendary (15-20 ranks), gets to use legendary skill uses
On top of which, there's no more skill progression. When you level up, your skills do not automatically level up with you. Players start out at level 1 with a pool of skill points they can assign during character creation, but then they no longer earn skill points each level. Instead, they have to rank them up through use. This is done by using the proficiency tiers. Each tier has a progressively higher base number of tries + current skill ranks that must be successfully attempted to rank up that skill. For example, you could put 10 for all Apprentice skill ranks (1-4), so the number of successful uses would be 10 + current number of skill ranks. Once they complete their mastery test, they then go to the next proficiency tier, which might be 15 + current number of ranks. Then 20 for Master and 25 for Legendary.
Players therefore must engage with their skills in play to progress. No point "dumping" is possible. Instead, the player must actually use them. Moreover, advancement slows down naturally as the character becomes more expert, forcing them to focus on fewer skills. To advance a skill by one rank, the character must achieve a number of successful skill checks equal to the value in the table below, corresponding to their current Tier. Once the required number is reached, the character immediately gains +1 Rank in that skill.
Once a character reaches the highest Rank in their current Tier (Rank 4, 9, or 14), they cannot gain the next rank until they successfully complete the appropriate Mastery Challenge (as a quest or high-DC check).
What about Trained/Untrained? Cross-Class Skills?
To use an untrained skill, the player can just has to make 10 successful attempts to get that first skill point in a new skill, but if it's a trained skill, the player would likely have to find someone to train with to learn from, during which they'd make their attempts and note successes until they had 10 sucesses. With cross-class skills, this could be modified to say the player needs to find someone to teach him, regardless of trained or untrained, and it would require double the number of successful attempts. That decreases the cross-classing skills willy-nilly, like players winding up with barbarians that can sing opera or other oddball quirks.
This effectively means that skills like Decipher Script, Disable Device, Forgery, and Use Magic Device cannot be learned "accidentally" through repeated use; they must be taught by someone. This preserves their high-risk, specialized nature.
Going from Rank 2 to Rank 3 in a cross-class skill now takes 24 successful uses instead of 12. This is a significant time investment and will force players to prioritize their Class Skills. No half-ranks avoids the clunky 3.5e system of accumulating half-ranks and keeps the math simple (integer ranks only).
So, if the Barbarian truly wants to sing opera (Performance, a likely Cross-Class skill), they can, but they will need to dedicate a massive amount of game time to it, making it a conscious, earned quirk rather than a result of simply dumping leftover points.
What do you think? I'd really appreciate any feedback on this. I'm not sure how this would play out, but it sounds good on paper and doesn't really require much record keeping other than tracking the number of successful attempts made for each skill (a box next to each skill on the character sheet would do the job).
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