Classic D&D Basic with 4E Skills System


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The big thing to consider is how you want to gauge success: Static or Slide-Scale.

Static means success is based on the users skill, modified for situation. Traditional D&D Thief Skills and Ability Checks use this method. A thief has a set % chance to say, open locks (which may or may not be modified by the DM based on the lock). This system is simpler (since its effectively pass/fail) and a player can assess his chance of success fairly easily (barring DM adjustment).

Slide-Scale means the target number needed to determine success is decided by the situation, and must be met by the PCs skill roll. 3e and 4e's skill DCs are examples of this: The number needed by for success is determined by situation and the player is unaware (or only mildly aware, in the case of set DCs) of his chances. Its a bit more complicated since the DM has to set the DC and then the PC has to roll to make it, but it allows more shades of gray in terms of success and in terms of uncertainty.

The former is more old-school and easier to roll (since the difficulty is set by the skill) where the latter is more complicated but yields wider results (since the DC is secret and determined by the DM/situation, not the skill user).
 

For the record, my choice would be

All skills are 1d20 + ability mod vs. Target Number. Target Number is determined by your level plus and DM modifiers. It starts at 17, and drops by 1 for every 2 levels (IE 16 at 2nd, 15 at 4th, 14 at 6th, etc). Being trained in a skill gives a +3 bonus. You start knowing 3 skills, and get a new skill every 4 levels (4, 8, 12, 16, 20, etc). You could break the thief skills up into the 4e skills as well, or simply remove Thievery and Stealth from the list.

It mixes old school certainty with new-school resolution.
 

If you want a more retro resolution mechanic, I would recomend roll under %, which is both very retro and intuitive.

Abilities would modify chance of success, e.g. 13-15+5%, 16-17+10%, 18+15%. Training and level would also boost, e.g. 40% for trained, plus 5% per level. Chances would be higher then most theif skills as RAW (again, so they suck less, though this also assumes that retries are very limited).

In addition, I would have some modifier for difficulty (again to chance of success), again e.g.

Simple: +20%
Basic:-
Expert: -10%
Master: -20%
 

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