A conglomeration of alternate skill advancement ideas

Kealios

Explorer
From my perspective as a DM, I've always felt that Skill DC's were too low, and skill bonuses too high (and let's not even touch poison DC's...thats a rant for a different thread!).

When plannning dungeons and encounters and the like, I have to get rediculously creative if I have any hope of even remotely challenging the rogue with his high skills in search, pick locks, etc...and have similar situations for the physical skills with warriors, social skills of bards and sorcerers, etc.

As a result, I have been looking into ways to limit the player's ability to gain skill ranks quickly. I dont do this to punish the player, although it might appear as such, but rather an attempt to maintain balance with skills and DC's of sorts. Yes, level 12 is SUPER powerful compared to the rest of the world, but it shouldnt be so challenging to challenge even a moderately-equipped character on a day to day basis.

A friend, who runs in my game and is currently planning the campaign that will succeed mine when it wraps up in the next few months, put together this idea for skill advancement.

Table: Difficulty Class Examples
Difficulty (DC) Example (Skill Used)
Very easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching guard (Listen)
Tough (15) Rig a wagon wheel to fall off (Disable Device)
Challenging (20) Swim in stormy water (Swim)
Formidable (25) Open an average lock (Open Lock)
Heroic (30) Leap across a 30-foot chasm (Jump)
Nearly impossible (40) Track a squad of orcs across hard ground after 24 hours of rainfall (Survival)


With 10 ranks in a skill, a d20 (plus appropriate modifiers) can easily result in a “heroic” action (assuming +6 modifier from synergies, feats, and ability modifiers, a roll of 9 gives you a 25, a 14 gives you a 30). A 7th level character can achieve this by maxing ranks in his favorite skills. With the Perform skill, a 25 is considered a “memorable performance,” worthy of the attention of nobles. A 30 is an “extraordinary performance,” worthy of the attention of extraplanar beings. Using the Tumble skill, a 25 enables you to tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so.

I consider 7th level characters to be approaching mastery at their particular area of expertise. However, for them to become true masters, they will require additional tutelage. Before gaining any more ranks in a skill above 10, the character must spend at least 1 month training with a “master” (must have at least 12 ranks, at least 9th level) of the appropriate skill. This is 8 hours/day, 5 days/week. For some skills (such as Knowledge skills), it may be acceptable to study books of advanced learning instead of learning from a master. The amount of time should still be the same.

Similar skills may be trained/studied together, as long as they share the same ability modifier, and the master has at least 12 ranks in each skill. For instance, a 9th level Ranger could train a character in the Listen and Spot skills simultaneously, but not Hide (since its ability modifier is Dex, not Wis). A book with multiple subjects (such as Knowledge arcana and planes) could serve the same purpose. Two such skills can be learned in 1 month. Each similar skill above 2 requires an additional 2 weeks. Thus the 9th level Ranger could train a character in the Listen, Spot, and Survival skills in 1 ½ months. A wizard could learn the Knowledge skills arcana, history, and planes in the same amount of time (assuming he had access to the appropriate books).

With 18 ranks in a skill (15th level or higher), a character can begin to accomplish “nearly impossible” tasks (assume a +8 skill check modifier, requires a d20 roll of 14 to get a 40). Once again, before gaining any ranks in a skill above 18, the character must train with an “expert” (must have 20 ranks, at least 17th level) of the appropriate skill. This requires twice as much time – at least 2 months full time – and more than 1 skill cannot be trained at once. Studying books may again be an acceptable substitute, although books with the appropriate level of information will be extremely difficult to find or gain access to.



Now...While I think this is a pretty good alternative, I thought about it some and took it a step further. With the previous house rule in mind, here is what I have come up with:

Skill ranks 1-10 are "free", as per the PHB. This can be accomplished by character level 7.

For every skill level above 10, a Stat Check (we can also call it a Learning Check) must be made, with the DC equal to the new skill level. Each roll requires 1 week of the character actively attempting to learn this skill. This can be by reading suitable material around the campfire, declaring active use of the skill during party downtime, or seeking a trainer of sorts.

For every skill level that exceeds the PC's relevant stat, add 1 to the DC for every skill level the skill exceeds the stat. Example: Normally, to gain a skill level 12, the DC is 12. If the stat is Cha, and the fighter in question only has a Cha of 8, the DC for this roll is 16 (12 + 4 points exceeding stat).

No skill can be trained higher than double the relevant stat, so a Fighter with a Cha of 8 couldnt get more than 16 skill ranks in Intimidate, for example.

Every additional week after the first that is spent training will give the player a +1 to the skill roll.

Every Learning Check made, whether a success or failure, will "erase" any time put into learning the skill. Time must be reacquired before making another roll.

No stat may be modified for purposes of this learning check, ie Owl's Wisdom and a Periapt of Wisdom do not add to the WIS stat when attempting to learn Heal, for example.


Example:
Our level 7 Cleric friend has a Wis of 16. He has learned Heal (a Wisdom-based skill) to 10 skill ranks, giving him a +13 on skill checks.

At level 8, he desires to advance the skill to 11. He has anticipated this and so has purchased a handbook of healing practices and studies diligently at the campfire each night. At the end of a week, he makes a Learning Check. With a DC of 11, he rolls a d20 and adds his +3 Wis bonus, and so will succeed on a roll of 8 or higher. If he fails, he must spend another week studying before getting to roll again.

This same cleric has advanced to level 15, and is hoping to improve Heal to 18. His Wis has increased to 17. Having been in town for some time, he has made arrangements to study alongside a local well known doctor. Because he doesnt want to waste precious time missing rolls, he spends 4 weeks with the doctor before attempting the skill check.

The DC is 19 (the desired skill level, 18, plus 1 because his Wis is only 17). His learning roll is a d20 + 3 (Wis bonus) +3 (3 extra weeks spent learning). He will need to roll an 13 to succeed.


And there it is. I've done this to make skills "worth" more to the players, and to keep the crazy high rolls a little more on the manageable side. Please give your comments and opinions. I havent implemented this yet, and would like to know your thoughts.

I havent even touched on the idea of limiting skill advancement in a secondary class (a 10th level wizard choosing to be a rogue at lvl 11, and suddenly having a huge Pick Locks skill because he took 1 level of a class). That's a rant for another post ;)

Thanks.
Kealios
 
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Really, no one has an opinion on if this is too strict, mean, overbearing, or just right? Should I really just spring this on my players as is?
 

One method which may offer you a little releif from characters who always seem to get auto-success is to change the D20 roll to a method with a bell curve, although you also minimize extra low results.

Change the D20 to 2d10 or change the D20 to 3d6 (even more restrictive and reduces the top level possible result as well).

Another method is to graduate the 'cost' of a skill rank. Make skill points cost 1.5x or 2x after 10 ranks, and 3x or 4x at 15 ranks (or some other balancing multipliers). This will cause the player to generally spread his/her skill points to many varied skills at generally lower total ranks, rather than have insanely high ranks which cost more and more to get.
The problem with this method is that all characters and NPC's and Monsters will need re-working to refigure skill levels.

For me, the bell curve alternative dice, and slightly modified DC's (a little harder) are the easiest to modify without a total re-working of the game mechanics.
 

The check to gain a rank in the skill: Really, really cool idea! 1/week seems a bit harsh, but then, until really high levels you're not likely to hit this barrier. I would have gone with something like 1/day, since they've been training this skill all along, presumably. [or perhaps let them make checks ahead of time].

The other thing to consider: can they be tutored by someone who already has the skill at a higher rank via the aid-another rules?

However, I don't believe that relating the skill to the stat in any further way (increasing the DC for ranks above stat, f'rex) is a good idea:
it really hurts players with low stats, while those with high stats sort of 'double gain'.
For instance, a priest who has an int of 6 (Terry Pratchett's Small Gods' main character Brutha, f'rex) can never get more than 12 ranks in knowledge(religion)...
while his more intelligent compatriots have their skills capped at more like rank 20, which means that for 8 levels, Brutha is just going to fume!

Higher stats are already rewarded by making the weekly training checks easier.

Final kvetch: Why not make the learning check DC=skill ranks -1 per previous week already spent? I think you're trying to stretch out the amount of time that this will take, I presume, but the way it is now, it can take arbitrarily long for no good reason (from the player's perspective).

But this is a really cool system, despite my persnickets. Bravo!
 

Well, this isnt quite generating the hate mail I expected, so let me branch out a little further and go through some of my own arguments and solutions.

The number one thing this would do, I think, is slow the advancement of skills for the players, and somewhat penalize them because of the time required to advance the skills,(especially those with low stats, but isnt that the point, that low stats usually penalize?). Because it temporarily reduces their access to the skill levels they might need to be effective adventurers, some players might resent the loss and create strife in the gaming group.

Hmmm. That's a big one.

And since I'm not really looking to create major issues in my game, I thought of the real roots of what I was trying to accomplish.

At level 10, a wizard with 13 ranks in Knowledge: Arcana and an INT of 20 will roll a minimum of a 19 on any skill check to know the ins and outs of the monsters they run across, even if I've delved into books they have never heard of, or slaved over a home-made monster and it happens to fall under the category of Magical Beast. There is very little i can do to "scare" the players with the unknown unless I constantly and deliberately use monsters that relate to Knowledge skills that none of the players have. Not my style.

A lvl 10 rogue with Wis of 14 and some synergies will have roughly +17 to his search skill. Magical traps still pose a problem for the rogue (DC 25+spell level), but just barely. A few more levels and even those wont be much of an issue unless its a very high level, and thus deadly, spell trap.

I've already given up on my frustrations with Diplomacy, so this is what I use now, HAPPILY :)

I was thinking that limited players to immediate access to these higher skill ranks might solve my frustration with muhc-too-low Skill DC's. Maybe this isnt the answer.

Anyone know of a link on this site, maybe, to a solution that someone else has already come up with to this issue, other than artifically increasing DC's of skills just to pose challenges to their players?

Thanks,
Kealios
 

Kealios,

What you may try is putting an absolute skill rank maximum on all skills instead of going by the level + 3 formula. Perhaps dividing the levels into low, mid, high, very high, and epic. Maybe something like this:

Low levels (1st - 5th): 5 ranks
Mid levels (6th - 10th): 10 ranks
High levels (11th - 15th): 15 ranks
Very high levels (16th-20th): 20 ranks
Epic (21st+): 25 ranks

This way, for low-level characters, easy and average tasks are effortless, probably not even worth the roll. But tough and more difficult tasks still present a challenge except for the most talented of individuals (ie, substantial bonuses from attributes, feats, class abilities, magic items, etc).

In addition, it helps give players a chance to diversify skills a bit. There's no pressure to max out every "necessary" skill at every level, you can spend skill points on other things.
 

Afrodyte, I like the theory of that.. it looks like it may be worth playtesting..

Kealios, I like learning checks, but when you are talking skill points it becomes harder to do. Creating a 15th level character to rejoin a gropu could get interesting... creating a 15th level NPC could get interesting.

Aliens , by FASA, used learning checks. Each adventure you earned a chance to get better at a skill you used in play. It worked.. interestingly. The player had little control over which skills they maxed. However, they also did not use classes and skill points per level :)

I am interested in seeing more thoughts on this ...
 

The other thing to consider is, non- d20 as it is, to use some of the variants from unearthed arcana--
either complex skill checks, or throw out the d20 entirely.
Subbing 3d6 for 1d20 is probably a bit extreme, its advantage being that it means players roll 10s a LOT more often, so you don't have to worry on what happens when the players roll a 20, you have to worry what happens when they roll a 15 or so.

Using complex skill checks isn't even quite a rule-- just say that for some things, they have to succeed a lot. It depends on which skills are really giving you the problem.
It works well for things like knowledges (you only made 3 successes? Well, you figure this thing is probably alive, since it seems to be breathing, and it seems to be a meat eater from the breath, but you've never heard of it!) and search checks; not so well for jump checks ; )

The advantage here is that multiple checks NEVER helps-- it always makes it harder-- but means that with a lot of a luck, even someone with a lower bonus can succeed.

This doesn't solve low DC's to High Bonuses, but helps by a bit, I suppose.

Finally, in a less game-shattering sense, Afrodyte's idea sounds great. Just move the entire level cap down, across the board. No unfairness there!
be careful of monsters, though, who will now tend to be better by just-a-few-points at everything than the players.

Um... yeah. Keep going, this is interesting! To me! And those like me!


...Beuller?
 

It's a well thought out system and some people have made good comments, however I want to ask a few questions.

Also, I recommend that when you make a check, you do not "erase" the time spent. Have the character make a roll every set amount of time (week, day, whatever), if they succeed, good for them, they get the next skill rank. If they fail, their next check gains a cumulative +1 bonus. Thus, eventually a character will have to succeed, otherwise that poor player who can't seem to manage to roll more than a 5 when he needs it, will never improve, which from a players perspective sucks.

Do you require training for leveling, feats, etc.? If not, why suddenly get characters to train for skills and not these other things?

Is down time common in your games? If not, it could really suck for players to have leveled once or twice, and be unable to improve at any of the skills until they get to sit out for months at a time.

Do you want to encourage down time?

How long does it take for your characters to generally level? If it's a decent amount of time, don't you consider the time they've spent gaining experience to advance to the next level amounts to the training to gain another rank in the skills they use?

Why do you think it will make skills "worth" more?

Will your players enjoy this system?

Will it cause more/less hassle in your gaming group?

Personally, I wouldn't want to play in a game with this rule, I find that if you want to have a character train, do it only for a week upon leveling (or at worst, a week per new character level, upon leveling), not a week for each skill.

This also penalizes rogues and others with a high number of skills, more than the low-skill point masses. They are supposed to be good at what they do, and that is skills.
 

Lackhand said:
Finally, in a less game-shattering sense, Afrodyte's idea sounds great. Just move the entire level cap down, across the board. No unfairness there!
be careful of monsters, though, who will now tend to be better by just-a-few-points at everything than the players.

I finally had an idea people respond to.

Anyway, as far as monsters being better, you could theoretically apply the absolute skill rank max according to HD, although simply giving monsters levels may work too.
 

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