A proposal for tiered skill training [very long]

You have made a very well thought out proposal, which I really admire. Especially because you gave some thought to the mathematics of your system. I like the idea of rolling more dice to represent superior skill

Thank you! And I enjoyed your thoughtful comments, they really got me thinking. Especially the one about requiring simultaneous successes vs. accrued successes, that caught me by surprise.

If the only way to increase your base modifier on a d20 roll is by training or increasing an ability, then the range of DCs that make sense in the game will be limited. This might not be a problem - it depends on whether you want the skill system to interact with the attack/defence system or not, and whether such bonuses increase all the time, or ability bumps exist. I definitely favour aligning the systems and reducing the bonuses you acquire as you level, but I fear that such a system isn't d20 enough, if you see what I mean? I'm not sure that a dragon with the same AC as an Orc (despite a wealth more hitpoints and superior damage) will give enough of a sense of achievement for most people as they grow in power (though really, this is a paradigm I would seriously consider working with).
I do think skills, attacks, and defenses should all be on the same scale so they can work together seamlessly and introduce all sorts of opportunities for interaction, improvisational or otherwise. I hope both that and keeping a more moderate range of DCs is a 5e design priority, whether or not anyone from WotC ever reads this little thread. (Given the volume of stuff being written about 5e, I'm not exactly expecting this to reach Monte's eyeballs.) Even so, a dragon would tend to have very elevated ability scores on top of whatever other level-scaling may be present in 5e, and I'm guessing the AC of dragon scale will be pretty darn excellent, especially while it's still on a dragon. Ultimately, I think the raw numbers we associate with a dragon have less impact than the abilities it brings to bear. Especially compared to 3e/4e, where player and creature bonuses went up more-or-less in tandem. I mean, does it matter that much if a dragon's defenses are only 5-10 greater instead of 30 greater than that of a lowly orc mook? PCs able to handle the dragon effortlessly wipe those mooks in either case. So if the fighter loses his +1 attack per level I might hold a wake, but to celebrate its life rather than mourn its passing. :)

There's a bit much of a jump at the different skill levels and I'm not sure how DC of a skill check vs. 'level' of a skill check are supposed to interact. For me, the requirement for multiple successes suggests a complex check (such as your scroll deciphering), but would feel weird for say, jumping a gap, where the DC just plain increases the wider the gap is. I would require 1 success to achieve something, no matter what, but multiple successes might be needed to succeed at a complex challenge. Training grants a flat bonus to your die rolls, leaving untrained characters with limitations on how difficult a task they can achieve. Expertise and Mastery in a skill would give you an extra dice to roll for a check, making it much less likely that you fail easy (but numerically only highly likely) checks. You can aid someone to grant an extra dice (but you can't make them able to achieve a more difficult task), take longer for extra dice and so on. I guess this means that I break a skill check/challenge down into 'inherent difficulty' and 'peripheral complexity'. The added bonus of having more dice is, as you suggested, that spare successes could grant skill tricks, or in a complex check, carry over as a modifier to your next check.
Yeah, the interaction between DC and training difficulty would need to be worked out in some detail for most skills. Your notion of inherent vs. peripheral complexity might be useful. For the last few years I've been playing in a success-based homebrew system where there is also a direct analog to DCs. The rule-of-thumb we've been using quite successfully is setting the DC so that a single success gives the minimally useful result. That could be viewed as a fast at-the-table proxy for estimating the inherent vs. peripheral complexities. For writing rules, though, the full spectrum of possibilities should probably be considered.

For D&D using this tiered skill system I might adapt the above rule-of-thumb such that a single success always gives the players something useful enough for the game can continue. For skills that have almost always represented something like complex checks (Decipher Script, Track, etc.) it might be enough to say those checks essentially always have multiple levels of success. For something like long jumps and other open-ended checks without a truly fixed DC maybe the best solution is to ignore successes and just use the best d20 rolled. It's an exception, but a pretty reasonable one. (Although jump checks in D&D are already weird: no one jumps between 1 and 20 feet with equal probability. Maybe there is a success-based version that makes more sense.) For everything else I think you shouldn't think about multiple successes as required, but as gravy when they come up. That said, I'm sure plenty of ambiguous cases would crop up. Careful consideration of all the major skills followed by playtesting would be required to see if it all gels. I'm optimistic it could work, but I hope not to a fault. :)


Your example is nice but it's hard to see why a skill check would require multiple successes all at once, rather than slow progress, one success at a time. Once the student has roughly translated the scroll, surely his master requires fewer successes to fully comprehend it? Such a task might be more like decipher script (translate), history (put in context) and arcana (understand the treasure) checks in series, depending on the skills available. If this was the case then multiple dice on deciphering might produce such a great translation that you get a bonus (+2 per spare success?) on the history check (or maybe you have a skill trick to grant an extra dice on the next stage even if you're not that good at the following skill).
The reason to require multiple successes at once is to highlight the qualitative differences in training and draw a firm boundary around what constitutes a check. In this system I think it's a feature and not a bug. Here's my rationale:

  1. Multiple successes are only required when the person trying the check is not sufficiently trained to reliably achieve the desired result. Such a check is qualitatively different from that of a person who has sufficient training because it requires additional resources and aid to even attempt. Conceptually, I find this very appropriate.
  2. When one retries simple checks that need only a single success (indicating sufficient training) the new chance of success is generally independent of the old check. If successes accrue when multiple successes are required then this person (who is, by definition, undertrained for whatever they are attempting) benefits from their previous attempts. I find that pretty illogical.
  3. A person who has already attempted the check has (unless they totally failed) already gained the benefit of whatever partial success they had. There is no reason to give them that and make it easier to succeed better in the future.
  4. If successes accrue across multiple checks what sets highly trained characters apart? Do they still need fewer successes? How does that work when using multiple skills, as in your Decipher Script/History/Arcana example? If the answer is an even higher skill bonus we're right back to the escalating DC problem we're partly trying to avoid in the first place. (You did get me thinking about ways to make this work. It works great with Aid Another, but collapsing multiple skills into a single d20 check due to Mastery is still problematic. Hmm...)
With respect to the student having already partially translated the scroll, note that the level of success he obtained (Competent) is relatively easy for the mentor. If it would help the mentor at all, it should have been an automatic success (as Aid Another) at the Competent level, but an automatic failure to aid at the Expert level since the student didn't succeed on that check. Letting the student simply roll Aid Another at the Competent and Expert levels was, I think, a generous but still reasonable call. Under no circumstances would I let the student roll Aid Another and grant a separate bonus for his previous success at the Competent level.

Skill challenges, as presented in 4E, were problematic because your best party member had a reasonable chance to fail a task - I think extra dice really helps prevent that, and allows for interesting 'spare success' mechanics. I also like the idea that a master in, say, picking locks, is actually really clumsy/stupid, so he struggles with amazing locks, but anything less and he's done it so many times it's trivial. It's a way to trade-off experience in a skill vs. natural ability that I think the +3/+5/+8 system that was mentioned in a WotC article misses out on.
The clumsy but still mostly-effective thief definitely offers an interesting dynamic! And there are a whole host of classes that have in the past had access to skills that make perfect thematic sense, but were rarely worth taking because the ability scores matched up so poorly. A fighter of average Charisma might actually invest in Intimidate. And for skills that could conceivably be used with multiple ability scores it would be nice too. For example, using Religion for inspirational purposes (Wis or maybe Cha) but also theology (Int). Even a dullard cleric with 6 Int but Religion mastery could surprise the Wizard more often than the latter would like. :)


For the base system, I'd make the "complications" be:
  • -2 to future checks related to this task, including saving throws (or their equivalents)
  • lose a small amount of hit points based on the DC of the check
  • lose or damage some minor tool used in the check
The DM decides. Or, the DM can decide to wave any or all of that. Or the DM can use something from the optional "complication" system that models a more narrative approach. Even those who like the latter will prefer the former for skill checks done in passing.

OK, a small pool of standard options like that would work. Although, since Masters throw more dice on easy checks you get the unintuitive result that the easier the check the more likely a complication occurs for them, and in fact they are more likely to face complications than someone who is less trained than they are on easy checks. So I guess it works great when multiple dice are required, but not so great when multiple dice are supposed to be the benefit. It might be easy enough just to say complications don't occur for characters making checks easier than their training, I suppose. The math works sensibly, but is that the right thematic approach?
 

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OK, a small pool of standard options like that would work. Although, since Masters throw more dice on easy checks you get the unintuitive result that the easier the check the more likely a complication occurs for them, and in fact they are more likely to face complications than someone who is less trained than they are on easy checks. So I guess it works great when multiple dice are required, but not so great when multiple dice are supposed to be the benefit. It might be easy enough just to say complications don't occur for characters making checks easier than their training, I suppose. The math works sensibly, but is that the right thematic approach?

You could also say that attempts that require multiple dice are inherently more likely to have complications, due to their more involved nature. A master rolling is own dice is just as likely to get complications as a group of lesser beings scrounging for those same, necessary dice. And of course the master probably has a better chance of succeeding on his dice.

That leaves the situation where the master fails the first of an easy check. Let's compare him to the untrained guy: Master rolls a 1--fails and gets complication. Same for untrained guy. Master gets to try again, if he wants, while untrained guy simply fails and gets the complication. Master tries again. He might fail again and might pick up another complication. But this is in a situation where he is still hanging in there, while untrained guy is already hosed. And so on with the third roll.

I wouldn't have any problem with that, because for a simple screw up, you only need to try, but for a major screw up, you have to think you know what your are doing. :D But for someone who didn't like that, it would be simple enough to say that a trained person using multiple dice for a series of rolls can only get a complication on the first roll, same as someone with less dice.
 

You know what? I'm really impressed by this. NOW BEGINS THE NITPICKING.

1. In your bonus essay, you write,

On a check with Competent or Untrained difficulty the less dextrous character gets two rolls, and only 1 needs to succeed. This has a probability of 1-.25^2=.75, just like the less-trained creature.

I believe you mean 1-.5^2=.75, since he has two rolls with a 50% chance of failure. :D

2. I may have simply missed this in your OP, but how do you set the DC for a task? I'm not quite seeing the interaction between DC and Untrained/Competent/Expert/Master. Do you have...

a. Low DC, lots of possible outcomes? So anybody can make the Untrained/Competent check, but the Expert and Master tiers have a hard restriction on who can attempt them?

b. High DC, lots of possible outcomes? So anybody can try a check, but hardly anyone besides a high-tier character will get results, since they'll need the statistical boost of bonus dice to roll a success, even at the lowest tier?

c. Low DC, few possible outcomes? So only a high-tier character can attempt it, but will have any easy time with it?

d. High DC, few possible outcomes? So only a high-tier character can attempt it, and will have a high chance of failure?

I actually kind of answered my own question by laying out what each possibility means. The answer is probably that you use different combinations depending on the challenge at hand. I might use (a) for climbing a wall, (b) for deciphering an ancient language, (c) for picking a lock, and (d) for controlling an ancient evil artifact. But I'm curious how you envisioned the system working along each axis.

3. The benefits that I see to the system, and that I really like about it, are...

a. Levels of success, eliminating the pass/fail binary.
b. Favoring training over ability mod
c. More flavorful AND more mechanically balanced Aid Another

4. What do you envision as the DC spread across all 20 (or 30) levels of play? You assign Competent a +5 to checks. Do Expert and Master get similar boosts? Or is the increase in likelihood of success handled purely through the bonus dice?

5. Maybe this is a feature-- "the specialist should have a way better chance"-- but it seems that at low levels the 4e problem of huge point spreads with binary outcomes still exists. If we expect a Competent, ability-synced character to have a +10 to the skill at level 1, DCs have to start around 15 or higher to have a meaningful chance of failure for a character who makes that skill a priority. This means that for a PC for whom that skill isn't a priority at all, at a +0, the same check is very difficult despite being an Untrained/Competent check for both characters. This goes away once we get to Expert level, but at first we still have something of an auto-success/fail situation.

I suppose this is somewhat mitigated by the fact that a PC with any training can theoretically get an Expert or Master outcome IF he has a method by which to get extra rolls. Assuming this, we can lower all DCs and reward trained PCs with higher-tier outcomes. (The time-based mechanism for this is nice but I'm not sure it can be used in all situations [doing something under pressure/in combat/when a bomb is ticking/etc.]) In addition, by lowering the DC to give non-specialized PCs a chance, we make it much easier for the specialist to get those multiple successes, thereby returning to something of an auto-success situation.

Going along with this, I think it might be easier to understand your system if you described it differently. Rather than saying "it takes two successes to get an Expert result, but Experts only need one success," you might explain it similarly to how you did your Master scholar making his checks, which really illuminated the system for me. "Competent ranking lets you roll one die for Competent outcomes. Expert ranking lets you roll one die for Expert outcomes and two dice for Competent outcomes. Master ranking lets you roll one die for Master outcomes, two dice for Expert outcomes, and three dice for Competent outcomes. Any single bonus (through one time increment, Aid Another, magic item use, etc.) gains you one additional die and access to the next tier up." (Like your apprentice taking extra time to roll one die for the Master outcome and one for the Expert outcome). You know, maybe it's just me. But that makes more sense somehow...

So yeah, lots of really scattered thoughts on this, but overall I like the system a lot, and I think it addresses a lot of the issues that skill systems have. Aside from some of the nitpicky concerns my main worry is that it would put a large burden on the DM to come up with multiple tiered outcomes for almost every skill check (although the inclusion of the Skill Tricks thing cuts that down nicely).

Hope any of this makes sense and gives you a +2 to Design Game Systems!
 

Thanks for your reply, I'll try to reassemble my thoughts again!

I think it's very difficult to implement a system featuring both a DC (target number) and a level (unt/com/exp/mas) unless they have distinct and well-defined meanings. Even then, as a DM, it adds a further dimension to have to consider in designing/throwing out a skill check. The only clear separation I can come up with is innate aptitude vs. learned aptitude, which works for example with Climb (being strong and dextrous will make you a natural talent, but you can't get up a mountain without training). Setting task difficulties based on this distinction is still quite a challenge, if I had to advise on how to do it I would recommend considering breadth and depth. The breadth of a skill is akin to how many things need to work out for you to succeed (and thus partial success can exist), whereas the depth of a skill is how hard it is for any one thing to work out.

Returning to your initial example, Deciphering the entire scroll is a broad task - you've got to get the language, history and arcana all correct. Translating it is narrow, you just need the language. The depth depends on how obscure the text and references are.

Ok, now I would tweak your system a little to make this work. The DC (or depth) of the check is a target for your innate ability, and so your d20 rolls should be modified by the relevant ability score (you can change it according to the task..) and by equipment/magic that makes it possible for you to do more difficult things (or achieve narrow, 1 success, tasks easier). Now for the levels of expertise:

Untrained - You roll 1 die and cannot aid another
Trained - You roll 2 dice, aid another 1
Expert - You roll 3 dice, aid another 2
Master - You roll 4 dice, aid another 3

(You can only give 1 dice to the person you are aiding, however many you roll)

The breadth of a skill check needn't be limited to these levels, just decide how many successes are needed (even 5 is reasonable, a Master must take longer or get help). Don't make it require fewer successes for a Master to complete an easy check, that makes each advance too great and breaks the 'breadth' argument I've tried to fit the system with. Excess successes can be used for skill tricks (or indeed, perhaps you use some as tricks if you're not going to make the check).

I can even imagine this working for something 'mundane' like a jump check. The depth is (hah) the length of the gap, modified by taking a run up etc., and breadth, if you want one, could be for crazy wall-running moves, the desire to make an attack after the jump and so on.

Anyway, there are some thoughts!
 

Interesting thread, I've read similar ideas in other forums, including some blog in WOTC. I think it might work not only for skills, but also for attack and saving throws.

Sounds cool.
 

Interesting thread, I've read similar ideas in other forums, including some blog in WOTC. I think it might work not only for skills, but also for attack and saving throws.

Sounds cool.

I'd appreciate a link to some of those posts or blogs if you have the time to wrangle them.

It could work mechanically for attacks and saves, but it would need to be done very carefully. Especially for attacks, since people attack all the time. If mastery of longswords used these rules for every longsword attack...well things would get out of control. If it's longswords against prone opponents on Tuesdays? Well, then we can start to think about it, because it looks more like supporting a style that must be pursued than a bonus that can simply be had. It would also require some careful thinking about attack bonuses. A +5 bonus on any attack is really strong, which would suggest lowering the bonuses for Competent training across the board.

Likewise for saves. Using it for all Reflex/Dexterity saves would be just incredible. Although I suppose it could replace class bonuses to saves, which for Competent wouldn't be so bad if its bonus were +3. Multiclassing might be an issue. Using it against just area attacks, or just poisons, or just charm spells might be more acceptable.

In many respects, it's the same with skills. Very broad skills would benefit broadly, but there is no reason the mastery is necessarily the same as the skill. For example, perhaps I use the 4e skill list, but my mastery is in creature knowledge. Then whenever I roll for creature knowledge, whichever skill I actually use gains the benefit of the mastery for that purpose. It's very free form that way. If multiple masteries applied (say a wizard has mastery of Arcana and Creature Knowledge, so knowledge about dragons would fall under either) the effects simply overlap. Probably the character could choose to use Skill Tricks from either category, though.

These are worth pursuing, especially because it could put attacks, skills, and saves on the same mathematical scale. For the first time in D&D history maybe an attack bonus and a skill could actually be the same basic thing? Or as a unifying mechanic for a generic d20 system? Obviously d20+bonus can already serve that purpose, but in the details it sometimes goes off the rails.

(For the others I need to respond to, it might not be until tomorrow that I have sufficient time to work through all your ideas in detail. It feels almost like payback for that first post! ;))
 
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This thread is the perfect example of why I'm loving this forum -- the potential for innovation is astronomical when so many passionate and creative minds tackle a problem.
 

Sorry about the delays, real life has been hectic!

I believe you mean 1-.5^2=.75, since he has two rolls with a 50% chance of failure. :D
</me edits post, whistles nonchalantly>
Sir! You are mistaken, and I take umbrage!!! :)

2. I may have simply missed this in your OP, but how do you set the DC for a task? I'm not quite seeing the interaction between DC and Untrained/Competent/Expert/Master. Do you have...

a. Low DC, lots of possible outcomes? So anybody can make the Untrained/Competent check, but the Expert and Master tiers have a hard restriction on who can attempt them?

b. High DC, lots of possible outcomes? So anybody can try a check, but hardly anyone besides a high-tier character will get results, since they'll need the statistical boost of bonus dice to roll a success, even at the lowest tier?

c. Low DC, few possible outcomes? So only a high-tier character can attempt it, but will have any easy time with it?

d. High DC, few possible outcomes? So only a high-tier character can attempt it, and will have a high chance of failure?

I actually kind of answered my own question by laying out what each possibility means. The answer is probably that you use different combinations depending on the challenge at hand. I might use (a) for climbing a wall, (b) for deciphering an ancient language, (c) for picking a lock, and (d) for controlling an ancient evil artifact. But I'm curious how you envisioned the system working along each axis.

I think it's very difficult to implement a system featuring both a DC (target number) and a level (unt/com/exp/mas) unless they have distinct and well-defined meanings. Even then, as a DM, it adds a further dimension to have to consider in designing/throwing out a skill check.

I think you're both on-the-spot on the difficulty of doing this relationship well. To make the system work as a whole we'd need to generate some sort of conceptual consensus (or at least clarity) for what roles the DC and the level of training each play. These are probably the biggest obstacle to making this kind of system work well, especially in D&D where such things don't have much of a history. In this post I'll address KesselZero's question of how I envision things working. That will eventually be followed by a post more focused on presentation and other ways to conceptualize the system. Eventually I'll get to complications and the suggested tweaks.

So far I've been describing both DC and training level with the vague notion of "difficulty", and in fact using that similar language was a poor choice on my part. I think it would have been better to describe the DC as "difficulty" and use different language for the UCEM part. I think of the latter as serving two primary purposes: first as comprehensiveness/extent/magnitude, and second as a soft threshold for who can achieve results of minimal comprehensiveness. Speaking generally, more comprehensive results are usually more difficult in an absolute sense (i.e. final probability of success), but there is a sense in which that change in difficulty is incidental to the task itself. The second aspect, that of soft threshold, is a way to set just who can access the minimal level of success without significant additional aid or resources. (You'll notice that this is a very results-oriented conception. Why I arrived at this particular concept, for better or worse, will be in my next post.)

I think the aspect of comprehensiveness is fairly straightforward. Whenever we can imagine a person doing a particular task but succeeding at qualitatively different levels we have an issue of comprehensiveness. Frequently it can be phrased to answer questions like "how much?" and "to what degree?" It is just how much of a translated text is understood. It is whether one can sense a presence or pinpoint the source. It is the level of detail known about a thing, and not necessarily 1, 2, or 3 details but "very little, quite a bit, or essentially everything." In the traditional d20 skill system, it replaces the qualitatively more awesome results previously given when beating the DC by 10 or some other large margin. The issue of comprehensiveness doesn't really care what precise number of successes represents the minimum amount of success, it cares about how additional successes beyond that matter.

I readily grant that analyzing the appropriate degrees of success on the fly can be difficult, so skills where this would be common should probably be written beforehand with enough clarity that the DM knows how to apply them without thinking through the situation in detail. Things like Decipher Script and Track are perfect examples, and I think we've been mostly concentrating on these cases because they are the most complex. The DM should, however, have enough guidance to improvise freely. We all know how this works: sometimes a player would get a 33 on a DC 21 check and look knowingly at the DM, as if to say "Look how I did! What extra stuff do I get?!" The DM didn't think about it beforehand, there's certainly no special rule for this case, and so now he has to think about whether beating the DC by 12 on this random check is worth something extra, and what something extra that might be. The good part about this classic d20 scenario is that it deferred such considerations until they were necessary. The bad part is that it gives the DM little guidance in actually answering the questions once it arose. I'd like to keep comprehensiveness in these situations as a way to defer the questions (even more so than before given Skill Tricks) while giving the DM much stronger guidelines to determine exactly when something extra crops up (an additional success) and how much it's worth. Really good DMs have always done this sort of thing naturally, but there are lots of DMs who could use a tool to help them.

How does this comprehensiveness aspect relate to the DC? When I said above that the increased difficulty from increased comprehensiveness is incidental, what I mean is that the task itself is unchanged. For example, in the decipher script example both the mentor and student go about the task in essentially the same way. The process is unchanged for both of them, and it is the process (not the result!) which is represented by the DC. At the table, however, I tend to think of results first (what do the PCs hope to accomplish) and then set the DC from that. I think this is common. One can therefore see that setting the DC based on the minimal degree of success (the only level of success the DM should have to consider on every single check) is functionally the same as the old version of looking at the desired result and setting a DC from that. And regardless of the number of successes required to achieve that minimum result, for a person with training at that level a single d20 is rolled. So setting the DC with this rule-of-thumb isn't just the same conceptual process, it uses the same single d20 math with which we're already familiar.

That leads us to consider the second aspect, where UCEM serves as a soft threshold which determines who can achieve these minimally comprehensive results. I think this is where there is more difficulty getting on the same page. (Understandably, since it isn't specifically addressed in my earlier posts, and the process of writing this post is what's really moving my understanding of it from the intuitive to the concrete.) To explain it, I first want to strike a contrast between "soft threshold" and "hard threshold". I consider the DC to be a hard threshold because a very small change in DC can lead to a very large change in whether or not a given task is impossible to achieve or impossible not to achieve. (If that weren't the case we probably wouldn't be thinking about this topic in the first place.) This means the game is inherently unstable to small variances in bonuses between characters for very easy or very difficult tasks, as well as for the same character facing difficult challenges with a small variance in DC. The simplest solution is to stay away from the edges of the d20. That works, but it also means almost anyone can try anything and have, perhaps, an unreasonably large chance for success or failure.

The math of multiple simultaneously-required successes quickly makes everything less likely than it was before, both for those with large or small probabilities of success on a single roll. This admirably keeps the undertrained away from things which should be out of their reach (without completely excluding them) but simultaneously suppresses the likelihood of characters with even very good bonuses succeeding. Such is the nature of p^n! This is why highly trained characters definitely need fewer successes to achieve more comprehensive results. The bonus dice for less comprehensive results are perhaps less necessary in a statistical sense (either way the probabilities of success will be far from the edges) but it does serve to emphasize the difference between characters despite the relatively small range of DCs. Therefore DCs can be kept moderate throughout the entire game, but the probabilities for succeeding can move smoothly toward 0 or 1 for all tasks for all characters. A soft threshold in the minimum number of successes required to achieve any level of success is a way to keep all similarly-trained characters achieving at a similar level amongst themselves (despite some variances in their bonuses) while enforcing a more reasonable gap, when necessary, from those with considerably less training.

So how should the soft threshold (minimum number of successes) and the DC relate? The basic question I would ask is this: Is the minimal useful result I can imagine for this task beyond the basic resources of an Untrained or Competent character, for any DC I might choose? If yes, then select the level of training one ought to have to be able to succeed on a single roll. If no, then leave it as 1. Then set the DC for however easy or difficult it should be for someone with the minimal proper training. This is a macroscopic, conceptual, and results-oriented view. To use this sytem well I think it should be the first thing the DM considers when making a check, and since it makes sweeping generalizations it should be an easy one. Whatever the result of the deliberation, one set the DC such that a person with the minimal level of training deemed appropriate succeeds with the desired frequency. All other considerations should be reflected in the DC. To set the DC one does not worry about how difficult the check is for anyone except the person with a skill corresponding to the minimal result. (For example, the DM decides that a particular Diplomacy check would normally require an Expert in diplomacy because the "target" has a strong bias against the PCs. He then reasons that a typical expert could probably succeed about 30% of the time and sets the DC accordingly.) Almost always this should be 1, because almost always characters can meaningfully attempt a task.

The cases which appear most counter-intuitive are probably those where more than a single success is required, but the DCs are low. I think these correspond to the cases where a person without training basically has no idea where to start, whereas a person with training finds it pretty easy. (A corner case, to be sure, especially in an adventure game.) Consider something like basic calculus, for example. A person without training in calculus would probably be at a loss for the meaning of the integral of x dx, much less how to calculate an answer. A person with training in calculus, however would find that incredibly easy. Now, should that check have a large DC so the person without training can't get it while trusting the extra dice of the person with training to make it work? Or should it have a low DC so the appropriately trained person gets it easily on a single check and the undertrained person needs extra resources? It's clear that we could use either method and set the DC in such a way that the probability of the trained character (for example) is equal in both cases. Conceptually, however, what is the more natural call? In my mind, at least, it makes much more sense to determine the probabilities based on the person with training appropriate to the task.

In summary, here is my proposed process.

  1. Determine effect of simplest useful result.
  2. Determine if minimal success should require special training or resources to make sense.
  3. Determine the DC based on how a person with the least required training should fare.
  4. Roll the check.
  5. If more than minimally successful consider additional results or use Skill Tricks.
I don't think this is drastically different than the thought process we normally use. Step 2 is more involved because instead of trained/untrained there is UCEM, but it is a gut check, not a deliberation. Step 5 may actually be simpler than in the standard skill system, since "extra successes" is a firmer criterion than "rolled really high."

Here are some ways the basic combinations of DCs and minimal successes might work. Notice that I arrange them not by the possible number of results, but simply by the lowest training required to not require extra resources.

  1. Low DC, U or C lowest result. The tasks of everyday functioning. Most checks at this level can be ignored unless an extraordinary result is desired, or something hangs in the balance. This is stuff like swinging on monkey bars, preparing a non-gourmet meal, simple personal taxes, detecting an obvious fib, convincing a person who wants to be convinced, etc.
  2. Low DC, E or M lowest result. The specialized tasks that look really hard, but are actually easy once you learn them.
  3. Mod DC, U or C lowest result. The bread and butter of adventuring! Everyone can contribute, but the highly trained will shine. The bulk of the game should reside here.
  4. Mod DC, E or M lowest result. Specialized tasks that look hard, and actually take some effort. I think a lot of crafting, spell research, and serious lock-picking will belong here. For example, a masterwork sword might actually require a master. The iconic tracker who can find tracks after a good rain has probably succeeded at this level. Even the highly-trained tend to seek out additional resources when possible so they can benefit from their Skill Tricks, or because they are the only one who is really capable of competing this task in the first place.
  5. High DC, U or C lowest result. These are the things almost anyone can imagine themselves doing, but would not want to have to do. It includes the brutal forced march and other daunting physical tasks. It is a great spot for esoteric (but not necessarily complex to grasp) knowledge of which even learned sages often know nothing or only the scantest details.
  6. High DC, E or M lowest result. This is where truly epic tasks happen. Wizards recreate magic long thought lost, perhaps even dabble with minor artifacts. Knowledge that has been carefully concealed or obscured probably occurs here. Most parties will find it necessary to seek out NPCs or go on special quests to accomplish these tasks. Even parties with highly trained members think that's a very good idea. Success at this level is noticeable to anyone who is paying attention.
Now, for some tasks with many levels of success and also many possible modifiers this entire scheme is tricky, especially when circumstantial modifiers could reasonably scale from "minor inconvenience" to "unavoidable obstacle". I think tracking is emblematic of this sort of situation. For example, should "soft terrain" vs. "hard terrain" correspond to a largish change in DC or by increasing the minimal level of successes? What about "trail is fresh" vs. "trail is very old"? Given the complexity of this kind of check the DM will probably need specific guidance, and that means specific rules. When I think about the meaning of expertise in tracking the thing that pops out at me from fiction isn't just the ability to see a track, it is the ability to correctly interpret subtle signs that others see but which simply don't register as important. That suggests to me that the DC in this case is closer to "seeing something is here" and the minimum number of successes is closer to "knowing that it means something." Time and weather tends to destroy the subtleties first and the obvious things later, which suggest to me that in this case those effects increase the minimal number of successes. Creatures that cover their tracks are usually trying to cover the obvious signs, which increases the DC. Creatures with special expertise in covering their tracks are also removing the subtle signs as well, or even using it for misdirection. Therefore I think the may require a tracker to gain additional successes. (In general I think opposing creatures with equivalent expertise in a skill should be evenly matched whenever possible. Not that I have a strong conception of opposed checks yet.)

A version of track might then look something like this:
Track skill said:
Base DC
15 (Soft ground)
20 (Hard ground)
25 ("Trackless" ground like water or air)

Modifications to DC are from creature size, current weather conditions, attempts to cover tracks, and pretty much anything else that changes the "gross features" of a fresh track. These are generally just in the +/- 2 range at most.

Minimum successes required:
One, modified as follows
+1 for significant erosion of initial tracks
+2 for nearly complete erosion of initial tracks
+1/+2 if creature laying tracks has and uses Expert/Master training (or equivalent ability like Trackless Step, short-range teleportation, etc.) in obscuring the subtle details of tracks.

Number of successes:

  1. Obtain simple information about tracks. (e.g. a rough head count, creature size, and possibly creature type). Can follow tracks with care.
  2. Obtain advanced information (e.g. precise head count, separating individual creatures, noticing "slightly deeper impressions" indicating someone is being carried, etc.). Can follow tracks comfortably.
  3. Obtain Holmesian levels of information. Can follow tracks with ease.

I think this works more-or-less as desired, and with a coherent internal logic a DM could expand upon if necessary. (For other complex tasks where the "right" way to construct checks is unclear, or even contradicts the usual rules-of-thumb, I think internal coherency has to be present to cue the DM.) Almost any creature has at least some chance of help tracking on soft and hard ground, and should be able to follow them with time. Just about any trained creature has a chance of getting at least a single success whenever tracking, teleporting pixie druids in driving snow notwithstanding. A single success for following fresh tracks lets the game go on, while most creatures will have to devote time and/or team up if the trail is starting to go cold. But they'll have a chance, and an expert or master can really help out. A master ranger tracking a master druid might find himself on equal terms, with the druid leaving behind details only a master could interpret while keeping pace.

4. What do you envision as the DC spread across all 20 (or 30) levels of play? You assign Competent a +5 to checks. Do Expert and Master get similar boosts? Or is the increase in likelihood of success handled purely through the bonus dice?
The example above also has fixed DCs in it, so I guess I'll address the range I'd like to see here. Basically, I think DCs would range from 5 to 25 for the entire run of the game, with most falling in that 10-20 zone. I'd leave a little room for DCs as low as 0 and as high as 30 for truly special circumstances. At the high end that starts to get near auto-fail zone even for characters with a +10 bonus (+5 competent, +5 ability score, which is what I've been assuming is about the highest one can get. At the low end even the worst imaginable character with 3 in an ability score and no training has just a -4. (Assuming the 3e/4e method.) The benefits of expert and master training are already very strong between extra dice and easier access to qualitatively better results, they get no additional skill bonus.

That said, there is plenty of wriggle room in this math, and it doesn't really matter how it comes about. If the skill bonus for Competence is +3 (which has some appeal to me), a 20 ability score is still worth +5, and characters gain +1/5 levels to trained skills for 20 levels, then the largest bonus is +12. If characters get to increase ability scores, I might just let them use that for any advancement of skills beyond competence training. Either gives trained people a sense of growth without leaving the untrained average people utterly behind. If ability mods change from the 3e/4e version accounting for it shouldn't be difficult. To me the important thing is to keep the spread between the absolute best and absolute worst bonuses somewhat less than 20, and the best and worst typical DCs at about 20. There is still room for some autosuccess and autofailure at the edges, but nothing like the huge disparities between characters found in 3e/4e.

Thanks for reading another long one! More when I get a chance. :)
 
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I think it's very difficult to implement a system featuring both a DC (target number) and a level (unt/com/exp/mas) unless they have distinct and well-defined meanings. Even then, as a DM, it adds a further dimension to have to consider in designing/throwing out a skill check. The only clear separation I can come up with is innate aptitude vs. learned aptitude, which works for example with Climb (being strong and dextrous will make you a natural talent, but you can't get up a mountain without training). Setting task difficulties based on this distinction is still quite a challenge, if I had to advise on how to do it I would recommend considering breadth and depth. The breadth of a skill is akin to how many things need to work out for you to succeed (and thus partial success can exist), whereas the depth of a skill is how hard it is for any one thing to work out.

Going along with this, I think it might be easier to understand your system if you described it differently. Rather than saying "it takes two successes to get an Expert result, but Experts only need one success," you might explain it similarly to how you did your Master scholar making his checks, which really illuminated the system for me. "Competent ranking lets you roll one die for Competent outcomes. Expert ranking lets you roll one die for Expert outcomes and two dice for Competent outcomes. Master ranking lets you roll one die for Master outcomes, two dice for Expert outcomes, and three dice for Competent outcomes. Any single bonus (through one time increment, Aid Another, magic item use, etc.) gains you one additional die and access to the next tier up." (Like your apprentice taking extra time to roll one die for the Master outcome and one for the Expert outcome). You know, maybe it's just me. But that makes more sense somehow...

I'm in agreement with both of you here, rules without a clean presentation (and unifying concept) don't reach their potential. Besides just the presentation of the mechanics, there is the implied or explicit presentation of the concepts behind those mechanics. After looking at your ideas, a thought that crossed my mind is that two different presentations might make the most sense, one geared for DMs and the other for players. Most RPGs make that distinction already, of course, but it's not something I usually think about when I'm wearing my game design hat. In game design my thoughts are usually dominated by "How can I make this sytem work?" with relatively little thought to "How can I enable people to make this system work?" and "How can I make people want to make this system work?" That perhaps I should intentionally pursue them all as integral parts of design feels like a small epiphany to me.

The "resolution-oriented" perspective I described in the last post or CN's "breadth/depth" distinction both seem to me more suited for the DM side of things, while KZ's description seems to me to be much better for a player or as a tutorial. As a DM the thing I probably most need to understand about the skill system is how to construct a scenario as a skill check, resolve it, and roll with the punches. For the player the need is usually more functional. That is, knowing how to resolve checks, how training affects a character, and how to roughly judge their abilities in relation to a proposed action.

So here's the tension. I've been describing the system primarily in terms of multiple successes where the single-success effect of training is essentially an exception to the rule. Although this emphasizes the system's flexibility, it obscures continuity with historical D&D and risks making single-success play seem like a second-class citizen (despite my goals). Whatever its merits, a D&D mechanic that encourages that perception invites all the baggage associated with other mechanical upheavals. On the other hand, emphasizing the single-die style of play and presenting multiple successes as more like an exception risks making multiple successes seem like an afterthought, something to be forgotten or ignored until it is absolutely necessary to do otherwise.

So, how can we conceptualize the system, at least in a perspective useful to the DM? The definition of "breadth" as the number of parts needed to succeed (i.e. number of successes) and "depth" as the difficulty (DC) for those parts is interesting. I actually found myself gravitating to the opposite labels for almost the same concepts. In fact, it was this difference which, after confusing me for a while, lead me to realize how deeply (and implicitly) I had adopted a results-oriented approach. That is, when I think of depth on a skill I tend not to focus on the "depth" of the character or the process of the task, but on the depth (detail) of the result. Likewise, for "breadth" I think of the different ways someone could achieve the result (using a different skill to aid, for example). There is some commonality between both conceptions of breadth because both relate to the number of skills, but I don't necessarily associate that with the number of successes. I don't bring this up to quibble about terminology because I'm sure we could figure out a name we'd both find acceptable for these concepts, but this little difference in understanding highlights the unexpected issues that can crop up. I do think, however, the reason I came to have my results-oriented focus might shed some light on not just the terminology, but why I approached the whole skill system the way I did.

While previously designing a homebrew success-based system the other designer and I really struggled with what DC, skill bonus, and number of dice thrown "meant" in a simulationist sense, and especially how to represent modifiers. (For example, should "combat advantage" be like a bonus to a skill, a bonus to an ability score [determined number of dice thrown], or a reduction in the action's inherent difficulty [DC].) After a good number of weeks trying and failing to come up with a coherent game-wide interpretation that made sense, and in fact seeing several areas where conflict was actually unavoidable, we decided to stop thinking about the simulationist meaning. We focused instead on how each of those things affected the results of a check, i.e. what they actually do for the math. (In that game the primary effects are these: a larger skill bonus makes the first success more likely, a reduction in DC makes all successes more likely, and changing the number of dice changes the maximum potential number of successes.) Almost overnight the game ran more smoothly, in part because we had consensus on how the game should work, but also because the DM had a tool which addressed his main concern: how should some modifier affect what is actually likely to happen? There was still the notion of base DC as being somehow "inherent" to the difficulty of the task, for example, but adjustments to the DC were made whenever the DM thought all successes should become more or less likely to occur, regardless of the "source" of the adjustment in the game world.

That same sort of logic is what I'm aiming to achieve for DMs here as well, but a really coherent explication of the idea obviously still eludes me. The "determine appropriate training for the minimal result, set DC for a person of equivalent training" rule-of-thumb is succinct, and for me feels natural after being immersed in a success-based system. Even so, I had to give the Track example in the last post quite a bit of thought before I came up with a version I really liked. I'm still thinking about this issue.

So now you know the method to my madness. :)

Let's return now to the Decipher Script check you presented.

Returning to your initial example, Deciphering the entire scroll is a broad task - you've got to get the language, history and arcana all correct. Translating it is narrow, you just need the language. The depth depends on how obscure the text and references are.

The "distinct" skills to use for any given check is highly dependent on the skill list for the game, or whether there even is a skill list. In a game where Language, History, and Arcana are all distinct aptitudes your example works great. In a game, however, where a catch-all "Decipher Script" skill is designed to cover all those aspects we are left with a single check again, and there isn't really a way to represent a more involved situation without putting in multiple Decipher Script checks, which more-or-less returns us to something more like my original proposal. And leaving it as a single die roll loses the mathematical richness I think we're both trying to achieve.

In addition, I think a very important aspect of most skill checks is that they involve only a single skill. Compound checks (i.e. separate checks related to the same basic goal) have always been available for DMs, and indeed the Skill Challenge is a structured way of making compound checks. (In a loose sense the entire game is one big compound check.) I like having that separation because it keeps things focused on the specifics of what a given skill is accomplishing, and its scope is always the same as the scope of the skill itself. If multiple skills are considered a default part of skill checks, I think the very definition of what counts as a single check becomes very nebulous, especially if there are game mechanics that interact with checks. Consider, for example, a spell that grants an extra die to roll on every skill check for a few minutes. A DM that construed checks narrowly might give a character under that spell the bonus 5 times, while a DM that construed them broadly might give it only twice, even though in both cases the character is performing the exact same thing. (The Aid Another examples I gave where a different skill is used to grant an extra die doesn't break this structure, in my opinion, because the Aid Another part makes it clear the additional skill is subordinate to the main purpose of the check.)

As you noted, breadth/depth doesn't fit that well with the mechanics I proposed. Looking for alternate mechanics that would work well with them is a good idea, so let's take a look at the alternative you suggested.

Chris_Nightwing said:
Ok, now I would tweak your system a little to make this work. The DC (or depth) of the check is a target for your innate ability, and so your d20 rolls should be modified by the relevant ability score (you can change it according to the task..) and by equipment/magic that makes it possible for you to do more difficult things (or achieve narrow, 1 success, tasks easier). Now for the levels of expertise:

Untrained - You roll 1 die and cannot aid another
Trained - You roll 2 dice, aid another 1
Expert - You roll 3 dice, aid another 2
Master - You roll 4 dice, aid another 3

(You can only give 1 dice to the person you are aiding, however many you roll)

The breadth of a skill check needn't be limited to these levels, just decide how many successes are needed (even 5 is reasonable, a Master must take longer or get help). Don't make it require fewer successes for a Master to complete an easy check, that makes each advance too great and breaks the 'breadth' argument I've tried to fit the system with. Excess successes can be used for skill tricks (or indeed, perhaps you use some as tricks if you're not going to make the check).

I'll try to consider this proposal on its own terms, without biasing myself with the more general reservations I have about breadth/depth. The main thing I like is that every level of training behaves the same way, so the number of dice rolled depends only on the level of training, and the number of successes required depends only on the "breadth" of the goal. That is simple to describe and consistent, qualities I admire in mechanics. I also like that broad ranges of possible results are truly embraced, and how the better-trained can more effectively utilize aid another. With respect to a d20 system, I like that there is a bit more freedom (compared to my proposal) to play around with the bonus modifiers or the DC because training has no effect on the skill bonus. Finally, I like that there is no ambiguity as to whether modifiers should be included by changing the bonuses/DC or the number of successes. In that respect you absolutely met your goal.

I don't like that a check with a single skill always means requiring a minimum of exactly one success (if I've understood your tweak correctly), because that means all checks involving a single skill can never have a probability of success below 5% unless it's exactly 0%. On broad checks it's not clear to me how various levels of training in the different skills interact. To take the Decipher Script example again, does a Master of Arcana, Expert in History, and Trainee in Translation roll 9 dice and need 3 successes? And if so, does it matter if all three successes came from, for example, the dice granted for Arcana? If not, then Mastery at one thing in a broad check may make weak training in another part effectively irrelevant.

I also don't like that estimating (or setting) the probability of success becomes difficult on essentially all broad checks compared to the standard D&D check. I'll grant that estimating the expected number of successes (=n*p) is dead simple, and it is a standard tool in many success-based systems, but that kind of thinking is foreign to D&D, where the probability of succeeding on the d20 roll is king. Here's the comparison:
Mathematically the probability of getting at least k successes on n rolls with probability p per roll is a simple application of the binomial distribution:
gif.latex

For example, taking something like the decipher script example again, the probability of getting at least 3 success on 9 rolls with probability p per roll 84p^3-378p^4+756p^5-840p^6+540p^7-189p^8+28p^9.
At the table I'd have no idea how to ballpark that unless p is fairly close to 0 or 1, and it doesn't help that p might be different because several different skills are involved. Using the expected number of successes can help, of course. Roughly half of all outcomes occur above and below the expected number of successes, so given both n and p one can easily guess if the probability of getting at least k successes is better than or worse than 50%. But if one wants to set up a situation where the PCs are 80% likely to succeed, knowing the expected value is less useful. For example, in the decipher script example with 9 dice, if p=.5 then the expected number of successes is 4.5 and the players clearly have a better than 50% chance of success. How much better isn't obvious. In fact, it is just over 90%. As this shows, trying to put some of the advantages of success-based systems into D&D while hewing closely to that standard d20 system feel is not trivial.

A less major concern I have is that your tweak might involve too many d20 rolls, principally because even the lowest level of training grants an extra die, and everyone will have that level for several skills. The larger number of dice for higher levels of training is probably not so bad since those levels should be relatively rare. (Subjectively I find 4d20 to be too much for a default roll, mathematically and at the table, but since I advocated 3d20 for Masters it would stretch credibility for me to pretend that is some vast difference.) Nevertheless, if my proposal already strains what counts as a "tolerable level" of multiple success influence in D&D, this tweak stretches it further.

I think there is room for doing interesting things with the breadth/depth concept, but I think it's missing a compelling reason to "package" all the skills together the way it does. The Wushu RPG, for example, adds a die for every detail added to the description of an action, and something like that could be used to package the breadth/depth check in a way which makes it clearly distinct from a string of multiple checks with single skills. In a hypothetical stunting system where each element of the stunt must succeed for the whole check to succeed (or something close to that), adding new elements might lead to greater potential rewards, but also increase risk because adding only 1 die to a check makes it less and less likely that all the dice will succeed. Certain kinds of stunt elements might allow the player to add more than a single die, representing great skill with that particular element. Thus players could build their own risk/reward structure while describing their actions.

Going along with this, I think it might be easier to understand your system if you described it differently. Rather than saying "it takes two successes to get an Expert result, but Experts only need one success," you might explain it similarly to how you did your Master scholar making his checks, which really illuminated the system for me. "Competent ranking lets you roll one die for Competent outcomes. Expert ranking lets you roll one die for Expert outcomes and two dice for Competent outcomes. Master ranking lets you roll one die for Master outcomes, two dice for Expert outcomes, and three dice for Competent outcomes. Any single bonus (through one time increment, Aid Another, magic item use, etc.) gains you one additional die and access to the next tier up." (Like your apprentice taking extra time to roll one die for the Master outcome and one for the Expert outcome). You know, maybe it's just me. But that makes more sense somehow...

As I said at the beginning, I think you've got a really good idea here, especially for explaining the system to players. Following your example, maybe an outline of what the PHB could say is something like this:

A skill is an ability which a creature can use to perform specific kinds of tasks. Each skill a creature uses has a ranking that measures the degree of training in that skill: Untrained (the default), Competent, Expert, or Master. Additional training usually increases the odds of successfully using a skill, and in many cases provides more powerful results as well.

A skill check determines whether using a skill succeeds or fails. Skill checks may have different degrees of success, corresponding to one or more levels of training. The components of a skill check are one or more rolls of the form d20 + skill bonus vs. DC. (Unless otherwise specified every skill check uses only a single d20). The number of rolls that equal or exceed the DC is the number of successes on the skill check. On one or more successes the result of a skill check is all outcomes with ratings less than or equal to the user's training in the skill. Additional successes may allow one to use skill tricks for special effects, which are covered in each skill's description.

The benefits of training are listed below. The benefits are not cumulative.
Code:
Training     Benefits
--------     -------
Untrained    Access to universal skill tricks.

Competent    +5 bonus to checks.
             Access to universal skill tricks.

Expert       +5 bonus to checks.
             Roll one additional d20 for Untrained and Competent outcomes.
             Access to expert and universal skill tricks.

Master       +5 bonus to checks.
             Roll one additional d20 for Expert outcomes.
             Roll two additional d20s for Untrained and Competent outcomes.
             Access to expert, master, and universal skill tricks.
Skill checks with multiple outcomes may sometimes require a trained user to roll different numbers of dice for the different outcomes. In these cases do not roll the additional dice until necessary. For example, a Master Acrobat who attempts a check that has outcomes for Competent, Expert, and Master should first roll a single d20 to determine if the Master outcome is obtained. If it is successful no further rolling is necessary. If not, the master rolls a second d20 to see whether the Expert outcome is obtained instead, and so on. If desired a creature may forfeit a higher outcome to gain a lower one instead. For example, if the master acrobat succeeded on the first check, but then decided that using a specific skill trick is more important than obtaining the Master outcome, the master may choose to accept the Expert outcome instead and roll an additional die to try and power the skill trick.

Some skill checks have outcomes that normally require more training than the user of a skill may actually possess. Nevertheless, a user with at least Competent training can, if it rolls enough dice, obtain outcomes above its own training by getting multiple successes on the check. In such cases two successes are required to obtain Expert outcomes and three successes to obtain Master outcomes. At the DM's discretion even more successes may be required for truly incredible outcomes for which training alone is always insufficient. Various ways to roll more dice on a skill check are described below...

I think that reads a lot better than the initial version.

Thank you both again for your insightful comments! Working through all these things in detail has been a lot of fun.
 
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I've got time for a quick clarification: with my tweaked proposal it was intended that you would have a smaller, broader set of skills, so the example would be as your Decipher Script example. The number of successes achieved would determine the outcome. I would be very wary to include chain skill checks under this, or your, system because of the imaginary bonus dice spell you came up with. If a task genuinely involves abilities that you can't put together in one skill, I would probably tell the player to 'aid another' themselves with their better skill and roll normal dice with their worse skill. In fact that's a great idea for chaining skills.

The chance of failure can drop below 5% in this system. Either you remove the idea that a 1 is an automatic fail, or you throw in a skill trick that allows you to reroll dice, or increase their face value. Even with 1 as an automatic failure, 5% only comes up when rolling 1 dice looking for 1 success.

My fear with your newer proposal is that adding +5 to a user's skill every level makes the skill advancement even more exponential. It also conflates the breadth/depth situation again - as a DM I can require either more successes or a higher DC, but it's not clear to me which to use when (and as much as you or I can calculate the binomial probability of success, it's not fun at the table!). Distinct levels of skill tricks is a great idea though. The way you have described the acrobat's skill check makes me wonder if rather than 'more dice, more successes', a simple granting of rerolls would simplify the system.

I guess the problem I have is that I think allowing for different numbers of successes provides more scope in resolving skill checks. By allowing superior skill users to get the same effect from 1 success as those beneath them would get from multiple successes, they can't access the granularity of the system - admittedly your 'roll another dice to get the next best outcome' tweak resolves this but I really think it's too complicated and drawn out. Multiple dice are at least resolved quickly!
 

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