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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e Skill Rules Modified To Perfection?
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<blockquote data-quote="_Michael_" data-source="post: 9767902" data-attributes="member: 7045276"><p>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, <em>everything</em> is a skill check. </p><p></p><p></p><p>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. </p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>I'm not familiar with the bounded accuracy style system. I haven't read any of the 5e stuff. </p><p></p><p></p><p>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</p><p></p><p></p><p>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). </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9767902, member: 7045276"] 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, [I]everything[/I] is a skill check. 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. 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 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. 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. [/QUOTE]
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