D&D 3.x 3.5e Skill Rules Modified To Perfection?

That looks like it could work, but I think it might be more hassle than the benefit that it gives.

What I did for 3e was 1) give every class a minimum of 4 skill points per level, 2) get rid of the lame class/cross-class idea, and 3) require reasons for why skills were gained.

At 1st level I didn't require the reasons to be given, since the character had an entire life prior to game start to learn stuff. My players tended to pick skills that fit class and background, though. Once game play started, if a player wanted to gain a new skill, it had to be roleplayed out prior to leveling. Joe the Barbarian is learning to recognize spells from Sparky the Wizard when they camp at night. Lefty the Rogue is going to libraries in the city and reading books on flora and fauna, then as they travel he's doing his best to see animals and plants he has read about. Then when they level up, they can put points into Spellcraft and Knowledge: Nature respectively.

I didn't require such justification for raising skills already known, though. Even if climbing wasn't actively used during levels 2 to 3 for example, travel happened, including time skipping like, "You guys travel 4 days with nothing much happening and reach the town of Holy Crap, Not Again, known for attacking monsters..." During those 4 days of travel, the rogue might have climbed some trees or a cliff side to get height to look for trouble or whatever, so I wasn't going to make him justify why he put points in climbing.

Just the simple act of getting rid of class/cross class skills helps out a lot on its own. People no longer feel like investing in oddball skills for their class is a waste of time, so points tend to spread out a bit more, which mitigates having a few skills that are maxed out.
Yeah, I don't like the cross-class skills either, which is why I tried to bury the mechanic behind progression through use. Yes, there are class skills, but rather than costing more points to rank up, it simply takes more uses to learn. I was leaning into the FNFF/Interlok mechanic which uses attempt points to automatically level up skills as the player uses them...but then again, in that system, everything is a skill check.

On one hand, I love the rank up by using the skill, on the other I've been moving away from XP type systems because play tends to become about just spamming skills instead of engaging the game narratively/organically. In a progression system like Traveller this might go over better as you dont level, so expectations of progress are not expected so rapidly.

It seems this system is concerned about learning skills from seemingly nowhere, it does allow learning which seems more natural. Though im concerned with 3E/PF1 numbers scaling that you actually have time to get good at the pace required to be good. I could see a lot of falling behind in this if the successes dont go your way. I think it would go over better in a 5E bounded accuracy style system where you dont have runaway DCs and levels of competence.

While on the subject of bounded accuracy, ive long wanted to bring that into a 3E/PF1 heartbreaker as its my favorite fantasy RPG to date. It helps make sense of the game world and how things of 0 to 20 level power scale exist in the same world. So, ive had some of the narrative concerns this skill system seems to echo in its construction. However, I've long taken to compartamentalizing the zero to hero power progression of D&D myself. Getting skill "dumping" as you call it, to me is just under the hood mechanics which exist outside the narrative; its simply the game part of the RPG. Though, I get the desire to marry the two. Im just curious how mechanically this system would work, and weary it might lead to metagame irritation.
This. I'm definitely going to have to massage the numbers a bit, I think. Perhaps just use a base 10 + number of skill ranks for successes? I may have to switch it to number of attempts, period, as someone else suggested. That would make it more like the FNFF/Interlok system.

I'm trying to make the focus less on levels because there's so many expandes uses for the skills that it isn't hard to come up with non-magical solutions. This is a low-magic campaign setting, so I have to offer up some other fun solutions to solve problems, combat and otherwise. One of those is by offering more uses for skills (and more varied Craft, Knowledge, Perform, and Profession skills).

Yes, the overnight idiot savant annoys me. I'm trying to make it so the player wants to volunteer to do something cool. "Oh, I'm getting close to my next proficiency tier. Let me come up with something cool!" rather than a hard, fast rule. I was going to tie the proficiency tiers to reputation scores, too, to give players a bit more of a feeling that their actions have an effect on the world around them.

I'm not familiar with the bounded accuracy style system. I haven't read any of the 5e stuff.

One simple way to nerf the 'point dump' is to only allow 2 points per level per skill. So no more going from untrained in Use Magic Device to 10 ranks in one level. 2 points represents spending a lot of time studying vs a 1 pt bump.
I thought about this, too. That's not a bad idea as another option. It does get annoying, though, when the barbarian suddenly decides he's going to be a wizard, too, and tries pumping skills into spellcraft or use magic device. lol

I like the idea of skills advancing through use. The bookkeeping is not onerous and I think it'd work fine to say skills must be used while "adventuring" to count for advancement -- this type of judgement is what DMs are for.

A few thoughts:
  • Why only successful uses? I'd lean towards any use, success or failure.
  • Might want to adjust the number of uses required by the frequency the skill tends to be used in play (e.g., maybe Decipher Script takes fewer uses to advance than Spot?)
  • The required actions to advance a tier don't make sense for many skills (a permanent, world-shaping use of Spot?). If you just want safety brakes for skill advancement, you could give the tiers a required character level (e.g., you must be level 6 to advance a skill to Master tier).
These are valid points. I think I may shift it to any attempted use. While some players may nerf this, I could easily just say it's up to the GM to assign the use point (leaving it up to the GM to determine if it was a valid use or not).

And yeah, maybe changing the numbers would help a bit. I wonder if I could separate the skills out that way by which ability score they're tied to? I mean, Spot and Listen get used so much that they should likely be the first to increase.

And yeah, it doesn't make sense for some skills to require a legendary feat. I'm thinking that would only apply to Craft, Knowledge, Perform, and Profession skills, which would at least give the players other benefits on top of the skill advancement. A thief could make himself a high quality set of lockpicks, for instance, that he can then use in his career and make Open Lock use easier. This is an area that needs a bit of refinement, I think.

This doesn't seem to me to address any problems I actually have at the table. This to me looks like pure theory crafting.

A lot of this reminds me of my theory crafting and design back in the 1990s and I got to tell you, you aren't designing rules for a table top social roleplaying game. You are designing software that runs on wetware. This sort of thing might be fine for a video game but it addresses no real problems that occur at the table.
Not everyone has them. I'm just trying to offer some alternatives for more dynamic or interesting playing that gives it a unique flavor specifically for this campaign setting, which is low-magic. Non-magic users should have some options that are cool and fun to pull off, and even magic users should have some non-magical options. A mage could take Craft (Alchemy), for instance, and craft alchemical bombs he could toss to achieve similar effects to small fireballs or other nasty spells like acid splash.
 

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I'm not familiar with the bounded accuracy style system. I haven't read any of the 5e stuff.
In a nut shell the 5E system is designed so that everything lives within the D20. So, no more +X armor and weapons are necessary to hit things. Your stats top out at 20 so you dont need to pump them ever skyward. Skills will go from 0 to +6 or so from progression. The progression math is squished so the gap between optimized and not is much smaller. Scrubs still have chances at skills and dont need to have invested heavily in magic items and character leveling items to keep up or be good. Lastly, low level enemies will always be a threat. IT might take a great number of them but no longer can you genocide a species becasue you feel like it at certain levels without breaking a sweat.
 

What about this? We count all uses of a skill towards advancing that skill (which naturally slows down a bit as you approach higher levels).

Screenshot 2025-10-02 at 5.55.10 PM.png


As for not all skills really needing a Mastery test, what if I establish three categories of skills, each with a different advancement path at the end of the tier?

Screenshot 2025-10-02 at 6.22.45 PM.png


These are for reputational bonuses and rankings, so as the player passes the tests, their reputation rises (and if it's for a craft skill, something the player can potentially use). The challenges don't have to be enforced where it's not appropriate, but if there's a good opportunity for it, why not throw the player some rep and a chance to shine?

And keep in mind, this is all in addition to the normal ability to train per the rules in the PHB.

Also, another issue that's annoying me now is that I may tank the "legendary" title and make that Master, and add "Expert" between Journeyman and Master. Maybe save the "Legendary" title for anything you do with 20 ranks of a skill and hit a critical success so that you are awarded "legendary" reputation for the feat you pull off.

A character could achieve Legendary Status (and the associated Legendary Reputation) in a skill by accomplishing ONE of the following while already at Rank 20 or higher in that skill:
  1. Critical Mastery: Achieve a critical success (natural 20) on an ability check for that skill against a DC 40 or higher in a moment of world-shaping significance (e.g., Crafting a unique Divine Relic, making a Sense Motive check that reveals a cosmic truth).
  2. Unprecedented Feat: Accomplish an athletic or perceptive feat that is physically or conceptually impossible for nearly any mortal (e.g., A Climb check to scale the side of a falling meteor, a Tumble check to evade a god's personal attack).
  3. Lasting Legacy: Complete a long-term project (4+ weeks of Downtime) that is immediately recognized as the ultimate, definitive example of that skill in the current age (e.g., Writing the single greatest book of poetry ever known, perfecting an alchemical recipe that grants true immortality).
This makes achieving Legendary reputation a rare, iconic moment in a character's career, perfectly fitting for a final, earned title.
 
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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).
It might be perfect, but it looks a lot more complex than I would prefer. So my character might end up being low in skill points just because I was focusing on role-playing instead of system-mastering.

For what it's worth, I took a stab at skill-points-through-usage with a Modos RPG module. I let a max amount of points be tied to character level, so that didn't need a new rule. Then it was just up to rolls and a comparison:

  • For any non-combat skill check, a 19 or 20 on the die initiates the process (only 20s for combat).
  • To confirm a skill point increase, roll a d8. If your result is higher than your current skill points, you gain a skill point.

It obviously doesn't tie into D&D, but it does relieve players of having to count successes.
 

Yeah, I think it could get a little complicated, but most of those tables would be on the GM side. And I'm trying to keep it loose, more guidelines than hard and fast rules. I want to do the PF thing and have a bunch of options so it appeals to a wider variety of play styles.

That is an interesting method. How did it work out? Did progression still climb normally? I suppose in a d20 system, you'd have to to roll a d20 to see if the result is higher than you skill points?
 

While working on my homebrew I've found myself rummaging though the skills systems of BECMI through d20/3.x (I'm dragging a couple of Gazetteers into d20ish ... for Blackmoor reasons...)

If I understand some of your reasonings correctly, you are looking to bring greater in game relevance to the skills while adressing some balance issues. (?)
---
< tangent alert >
Some thoughts:

Have you considered using "competence"/proficiency bonuses as the reward for consistant skill use? (Instead of calling them skill "ranks")

To promote clarity, I would suggest naming each tier without an individual title attached.
Tier 1/2/3 Proficiency vs. Journeyman/Master/Legendary.

Journeyman/Master/Legendary are descriptive, and provide context, but also imply an underlying guild system.

Your most recent chart reminds me, in a good way, of this one from the BECMI-verse:

AEC250B0-AE90-4A09-AAD8-B835ABF14FCC.jpeg


< / tangent alert >
 

That's exactly what I was trying to do. That chart is actually pretty handy. I like the idea of just having the tier progression numbered sequentially, too. I could just use a small chart next to it, then, to describe the tiers ("Tier one is considered the "apprentice's" tier," and so on). I get the guild system inference because of the names of each tier, and with just a non-mechanical reference chart so players know roughly what each tier is supposed to represent, it may work.

Will definitely pick your brain on this one.
 

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