A skill system (open notes)

Frostmarrow

First Post
Skill system:

To make progress at a skill first succeed in rolling equal or lower than the pertinent ability score with 1d20.
Ex: Wis 14 to Spot.

A character can have skills at different levels of mastery: Novice, Journeyman, Master, Grand Master. Some skills can be used with no training at all.
Ex: Novice Acrobat. Dex 15. 1d6+2.

Once you have made a successful attempt you roll 1dX+bonus progress points towards completing a task. X is 4 for untrained, 6 for novices, 8 for journeymen, 10 for masters and 12 for grandmasters.

Skill Focus feat: Add +1 to the effect.

Easy tasks: An easy task requires 1 point of progress.
Ex: Jump ford. DC 1.

Skilled tasks require 5 or more points to complete. Skilled tasks also punish the character in some way every round the task is not completed.
Ex: Sommersault DC 6. If incomplete character is prone and interrupted.

Complex tasks can require tens or hundreds of progress points but several characters can contribute toward the task being completed. Dfferent skills can be used. Complex tasks punish all characters involved in the attempt.
Ex: Cross desert DC 50. If incomplete deplete rations worth 1 day.

The same rules can he used for rituals. The system can be combined with combat.
Ex: Hunt the Jabberwocky DC 20. If incomplete Jabberwocky sneak attacks a hunter.
 

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D20 + ability modifier + bonus vs. DC works just fine, thanks. Convince me your system is faster, more flexible and easier to learn.
 
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D20 + ability modifier + bonus vs. DC works just fine, thanks. Convince me your system is faster, more flexible and easier to learn.

It's not faster. It requires at least two die rolls. First a simple set check under an ability score. Then a roll for effect.

It's not easier to learn. However the effort needed to learn any skill system is virtually non existant.

My model really shines when you want to create a bigger challenge using the same mechanic. The traditional system needs unintuitive wonky advanced rules for anything more complex than a simple check.
With my model a climbing challenge can be as easy to run whether the character is climbing a bar stool 1 PP, climbing an apple tree 10 PP, or climbing the Mount Everest 8995 PP.

Moreover since a Progress point is roughly the same as a Hit point it's easy to cross polinate combat with skill checks. It also presents a connection between time spent doing something and number of attempts doing it.

Finally, it allows one or more characters working towards the same goal without having it add another layer of rules.

Example I: The group is trailblazing through the underbrush. The DM decides that 20 PPs are needed to cross this part of the jungle. The hazard being being bitten by mosquitos for 1d3 Hp damage per round spent trailblazing.
Character A uses a Nature skill. Wis 14 1d8+2 PP per success.
Character B hacks away with his short sword. Str 17 1d6+3 damage per success.

Example II: A pick pocket lifts the cleric's holy symbol and runs off with it. The thief has 16 Hp so the DM decides that is what needed to reach in terms of progress.
Character A, the cleric foolishly gives chase. Dex 8, 1d4-1.
Character B throws a belaying pin after the thief. Dex12, 1d6+1.
The thief is gone unless caught within two rounds.

It is modular and can be used with any edition. It works with magic (for instance a Knock spell opens 10PP worth of door).
 
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