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Allocating unused skills and feats in-game as you play

kenjib

First Post
When players gain a new level, I was thinking of giving them their skills points and feat, if they gain any, in a pool. While they play, they can then allocate these skill points and feats on a need-to-use basis, but only one skill point maximum per skill usage.

For example, Lidda gains a level 3. She gains 8 skill points and a feat. They are placed into a skill point pool (she might still have some carried over from previous levels as well). Her open lock skill is 4. She arrives at a door and finds that it's locked. She decides that she wants to allocate one of her skill points now so she makes the check with 5 ranks and has 7 left to spend later on (she can even increase open locks again next time she uses the skill since she doesn't have max ranks for her level yet).

Behind the door is a goblin, and combat begins. On her next turn she decides to subtract 2 from her attack and add it to armor class, thus she uses her available feat slot to gain expertise.

This seems to me like a very simple way to simulate characters learning through usage and their stats more accurately reflecting the things they actually do rather than having them suddenly gain ranks in craft (basketweaving) after a long day on the battlefield.

Has anyone tried something like this? Any thoughts or comments?
 

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This is a great idea, and I'll probably try it in my next campaign. it makes the game much more realistic--I might to the same thing for Sor and Brd spells learned, as it is more of a sudden awakening at a critical moment type of thing.

By the way, never use lidda, tordek, or any of those morons as an example. Think up your own, It sounds much better, and can be used in more situations.

"Uuuuh, did he just say, 'Moo'?"
- Comment about the paladin Sir Rafael, at public basaar in Fanfurrow.

-Jeph
 
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Although I've not considered it with feats, I give my players the option of keeping some skill points "unspent" so that they can learn appropriate things at the appropriate time. Nobody has taken advantage of it yet!
 

Plane Sailing said:
Although I've not considered it with feats, I give my players the option of keeping some skill points "unspent" so that they can learn appropriate things at the appropriate time. Nobody has taken advantage of it yet!


I'm doing something similar (with 1-2 bonus points) , but I don't allow them to spend them in anyskill and I require training time for these. It's still more flexible and give them some adaptation to new situations without having to wait next level.

But I don't like the "Instantaneous knowledge(Whatever)", or "let's say I have blind fight now ".

I prefer planning and adaptation time to instant bonus. But I guess it can only be done if the PCs have time during the adventures.



Chacal
 

When players gain a new level, I was thinking of giving them their skills points and feat, if they gain any, in a pool. While they play, they can then allocate these skill points and feats on a need-to-use basis, but only one skill point maximum per skill usage.
Omega World, in the latest Polyhedron, suggests something similar. I don't see the harm. Also, you might decide to dole out some of the next level's benefits early, say, half-way there, in the form of skill points for skills they've actually used, etc.
 

Pretty cool idea, but I'd say not for feats, because feats require a bit more training. If the characters gain the level in the middle of a HUGE dungeon, then mabye I might let them do it, but if they're in a town, give the characters mabye a week downtime to train or do whatever they want.
 

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