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D20 Modern Skill Groups
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<blockquote data-quote="ValhallaGH" data-source="post: 2953261" data-attributes="member: 41187"><p>I'm posting this mostly as a resource for anyone that wishes to use it. I've been using these rules for a while in my D20 Modern game and have decided that the only "problem" is that players forget to put ranks into Profession. </p><p>Note that eliminating cross-class skills necessitates changing certain skills, such as Tumble. See the end for such changes.</p><p>Also, I'd like to appologize for the formatting of the tables but I'm not sure how to make that work correctly on this forum.</p><p></p><p>Design parameters:</p><p>1) Cross-class skills are dumb. Classes are methods of approach, not roles in society, thus anyone can use any skill and use it well. Additionally, the class / cross-class system is a double penalty, since skill points are an extremely limited resource; investing your resource in a skill is an exclusive choice, and the cross-class skill system punishes players for all but a few choices.</p><p>2) There are too many skills and not enough skill points. Skill groups allow skill points to go further and allow characters to have the skills necessary for their concepts and their adventures.</p><p>3) Being capable is cool. I want modern games to be cool with cool characters. Granting a balanced system to allow for increased capability and character concept achievement is cool.</p><p><strong></strong></p><p><strong>Skill Groups:</strong></p><p>Skill groups are a way of representing the interrelated nature of certain skills. One skill point in the group is the same as putting a skill point into every skill in the group. Note that for skills with expanded areas (Drive and Pilot) you must still spend extra skill points to gain access to those areas. </p><p>Each class grants access to certain skill groups, as do all starting occupations. Class groups may only be accessed when you take levels in that class. Skill groups from starting occupation represent a permanent basis of training, and thus are available at every level.</p><p></p><p><span style="font-size: 12px"><em>Base Groups:</em></span></p><p>Academic: Craft (Writing), Knowledge (any three), Research</p><p>Agility: Balance, Escape Artist, Tumble</p><p>Athletic: Climb, Jump Swim</p><p>Builder: Craft (Electronic), Craft (Structural), Knowledge (Current Events), Knowledge (Streetwise), Repair</p><p>Business: Computer Use, Craft (Writing), Knowledge (Business), Knowledge (Civics), Knowledge (Current Events)</p><p>Bypass: Disguise, Disable Device, Investigate</p><p>Clown: Disguise, Handle Animal, Knowledge (Popular Culture), Perform (Stand-up)</p><p>Computer: Computer Use, Craft (Electronic), Knowledge (Technology), Research</p><p>Crafter: Craft (Chemical), Craft (Electronic), Craft (Mechanical), Craft (Pharmaceutical), Craft (Structural), Craft (Visual Art), Craft (Writing)</p><p>Creator: Craft (Visual Art), Craft (Writing), Forgery, Knowledge (Art), Knowledge (Popular Culture)</p><p>Destruction: Craft (Chemical), Craft (Structural), Demolitions, Disable Device</p><p>Detective: Concentration, Investigate, Knowledge (Streetwise), Survival </p><p>Driver: Concentration, Drive, Intimidate</p><p>Educated: Knowledge (Arcane Lore), Knowledge (Art), Knowledge (Behavioral Sciences), Knowledge (Business), Knowledge (Civics), Knowledge (Current Events), Knowledge (Earth and Life Sciences), Knowledge (History), Knowledge (Physical Sciences), Knowledge (Popular Culture), Knowledge (Tactics), Knowledge (Technology), Knowledge (Theology and Philosophy)</p><p>Endurance: Concentration, Gamble, Survival</p><p>Handler: Handle Animal, Knowledge (Popular Culture), Knowledge (Streetwise), Survival</p><p>Investigator: Forgery, Investigate, Knowledge (Civics), Search</p><p>Linguist: Decipher Script, Knowledge (any one), Read/Write Language, Speak Language</p><p>Medicine: Craft (Pharmaceutical), Knowledge (Earth and Life Sciences), Spot, Treat Injury</p><p>Perception: Listen, Search, Sense Motive, Spot</p><p>Psionic: Autohypnosis, Concentration, Knowledge (Arcane Lore), Psicraft</p><p>Racer: Drive, Escape Artist, Tumble</p><p>Rider: Knowledge (Popular Culture), Knowledge (Streetwise), Ride, Tumble</p><p>Searcher: Computer Use, Knowledge (Behavioral Sciences), Knowledge (Streetwise), Research, Search</p><p>Secretary: Computer Use, Concentration, Listen</p><p>Slinger: Intimidate, Move Silently, Sleight of Hand</p><p>Social: Bluff, Diplomacy, Gather Information, Intimidate</p><p>Stealth: Hide, Move Silently, Sleight of Hand</p><p>Technician: Craft (Electronic), Craft (Mechanical), Knowledge (Physical Sciences), Knowledge (Technology), Repair</p><p>Theatric: Bluff, Knowledge (Current Events or Popular Culture), Perform (any three)</p><p>Transportation: Drive, Navigate, Pilot</p><p>Wilderness Lore: Handle Animal, Navigate, Ride, Survival</p><p></p><p><em>Class Groups:</em></p><p>Note that class groups are only available when you take levels in that class.</p><p>Base Class : Class Groups</p><p>Strong : Athletic, Builder, Handler, Wilderness Lore</p><p>Fast : Agility, Racer, Rider, Stealth, Transportation</p><p>Tough : Athletic, Detective, Driver, Endurance, Wilderness Lore</p><p>Smart : Academic, Builder, Business, Computer, Crafter, Destruction, Educated, Investigator, Linguist, Searcher, Technician</p><p>Dedicated : Academic, Detective, Educated, Medicine, Perception, Searcher, Wilderness Lore</p><p>Charismatic : Academic, Creator, Clown, Social, Theatric</p><p></p><p><em>Occupation Groups:</em></p><p>If the group(s) chosen for occupation is a class group at first level then you gain a +1 competence bonus on checks using those skills, as well as gaining the group as a permanent group. This only applies to skill groups, not overlapping skills within the groups.</p><p>Starting Occupation : Number Chosen : Available Groups</p><p>Academic : Two : Academic, Computer, Creator, Educated, Theatric</p><p>Adventurer : One : Destruction, Guide, Stealth, Transportation</p><p>Athlete : One : Agility, Athletic, Equestrian, Racer</p><p>Blue Collar : Two : Athletic, Builder, Driver, Equestrian, Technician</p><p>Celebrity : One : Confidence Man, Social, Theatric</p><p>Creative : Two : Business, Confidence Man, Crafter, Creator, Technician, Theatric</p><p>Criminal : One : Confidence man, Criminal, Stealth</p><p>Dilettante : One : Equestrian, Linguist, Sloth</p><p>Doctor : One : Business, Medicine, Psychology</p><p>Emergency Services : Two : Agility, Athletic, Medical Technician, Medicine, Transportation</p><p>Entrepreneur : One : Business, Computer, Social, Wheeling</p><p>Investigative : One : Criminal, Detective, Investigator, Perception, Searcher</p><p>Law Enforcement : One : Detective, Driver, Investigator, Rider, Social, Transportation</p><p>Military : One : Destruction, Guide, Stealth, Transportation</p><p>Religious : Two : Perception, Religion, Secretary, Social, Theatric</p><p>Rural : One : Guide, Motorist, Transportation, Wilderness Lore</p><p>Student : Three : Academic, Business, Computer, Educated, Technician, Theatric</p><p>Technician : Two : Builder, Business, Computer, Technician</p><p>White Collar : Two : Academic, Business, Computer, Social</p><p></p><p>Confidence man: Bluff, Disguise, Forgery, Gamble, Perform (Act)</p><p>Criminal: Disable Device, Forgery, Knowledge (Streetwise), Sleight of Hand</p><p>Equestrian: Handle Animal, Knowledge (Earth and Life Sciences or Popular Culture), Ride</p><p>Guide: Climb, Navigate, Survival, Swim</p><p>Medical Technician: Craft (Pharmaceutical), Knowledge (Behavioral Sciences), Knowledge (Earth and Life Sciences), Knowledge (Technology), Treat Injury</p><p>Motorist: Balance, Drive, Repair</p><p>Psychology: Craft (Pharmaceutical), Diplomacy, Knowledge (Behavioral Sciences), Treat Injury</p><p>Religion: Diplomacy, Knowledge (Theology and Philosophy), Perform (any one), Sense Motive</p><p>Sloth: Bluff, Gamble, Intimidate</p><p>Wheeling: Bluff, Diplomacy, Gamble</p><p><strong></strong></p><p><strong>Skill Changes:</strong></p><p><u>Drive</u>: Drive is one skill with several subgroups, each accessed by spending a skill point to expand the area of application. Without access to an expansion, the character takes a -4 to all drive checks in such a vehicle. Basic driving skills cover cars, motorcycles and small trucks. The expanded areas are Heavy Wheeled, Powerboat, Sailboat, Ship and Tracked. Heavy wheeled is for large wheeled vehicles, such as eighteen-wheeled trucks or military LAVs. Tracked vehicles are any vehicle on treads, such as bulldozers and tanks. Powerboat is for small motorboats, such as speedboats and jet skis, designed for one operator. Sailboat covers all wind-powered sailing vessels. Ships are large, multi-crewed water vessels.</p><p><u>Pilot</u>: Like Drive, Pilot is one skill with several subgroups, each accessed by spending a skill point to expand the area of application. Without access to an expansion, the character takes a -4 to all pilot checks in such a vehicle. Basic flight skills cover small propeller and jet aircraft, including cesnas and lear jets. The expanded areas are Heavy Aircraft, Helicopters, Jet Fighters or Spacecraft. Heavy aircraft include such vehicles as large passenger planes, heavy military transport planes, most bomber aircraft and most aircraft with three or more engines. Helicopters covers all rotary wing aircraft, transport, combat or otherwise. Jet fighters is for military fighters and ground attack jets. Spacecraft are any extra-atmosphere craft such as the space shuttle or lunar lander (this can also cover interstellar craft for science fiction games, or one or more areas can be added to the pilot skill).</p><p><u>Knowledge</u>: Try Again: Yes, after eight hours of rest. Sometimes a night’s rest shakes loose things that had been forgotten in the recesses of the mind.</p><p><u>Tumble</u>: Tumble checks are now opposed checks. To tumble through an opponent’s threatened area make a tumble check opposed by his tumble or base attack check (defender’s choice). If you tumble through an opponent’s space then he adds +5 to his opposed check. To tumble past multiple opponents, make one tumble check and each opponent opposes in the order you tumble past them, player’s choice if there are any ties. Each opponent after the first gains a cumulative +2 on his opposed check.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 2953261, member: 41187"] I'm posting this mostly as a resource for anyone that wishes to use it. I've been using these rules for a while in my D20 Modern game and have decided that the only "problem" is that players forget to put ranks into Profession. Note that eliminating cross-class skills necessitates changing certain skills, such as Tumble. See the end for such changes. Also, I'd like to appologize for the formatting of the tables but I'm not sure how to make that work correctly on this forum. Design parameters: 1) Cross-class skills are dumb. Classes are methods of approach, not roles in society, thus anyone can use any skill and use it well. Additionally, the class / cross-class system is a double penalty, since skill points are an extremely limited resource; investing your resource in a skill is an exclusive choice, and the cross-class skill system punishes players for all but a few choices. 2) There are too many skills and not enough skill points. Skill groups allow skill points to go further and allow characters to have the skills necessary for their concepts and their adventures. 3) Being capable is cool. I want modern games to be cool with cool characters. Granting a balanced system to allow for increased capability and character concept achievement is cool. [B] Skill Groups:[/B] Skill groups are a way of representing the interrelated nature of certain skills. One skill point in the group is the same as putting a skill point into every skill in the group. Note that for skills with expanded areas (Drive and Pilot) you must still spend extra skill points to gain access to those areas. Each class grants access to certain skill groups, as do all starting occupations. Class groups may only be accessed when you take levels in that class. Skill groups from starting occupation represent a permanent basis of training, and thus are available at every level. [SIZE=3][I]Base Groups:[/I][/SIZE] Academic: Craft (Writing), Knowledge (any three), Research Agility: Balance, Escape Artist, Tumble Athletic: Climb, Jump Swim Builder: Craft (Electronic), Craft (Structural), Knowledge (Current Events), Knowledge (Streetwise), Repair Business: Computer Use, Craft (Writing), Knowledge (Business), Knowledge (Civics), Knowledge (Current Events) Bypass: Disguise, Disable Device, Investigate Clown: Disguise, Handle Animal, Knowledge (Popular Culture), Perform (Stand-up) Computer: Computer Use, Craft (Electronic), Knowledge (Technology), Research Crafter: Craft (Chemical), Craft (Electronic), Craft (Mechanical), Craft (Pharmaceutical), Craft (Structural), Craft (Visual Art), Craft (Writing) Creator: Craft (Visual Art), Craft (Writing), Forgery, Knowledge (Art), Knowledge (Popular Culture) Destruction: Craft (Chemical), Craft (Structural), Demolitions, Disable Device Detective: Concentration, Investigate, Knowledge (Streetwise), Survival Driver: Concentration, Drive, Intimidate Educated: Knowledge (Arcane Lore), Knowledge (Art), Knowledge (Behavioral Sciences), Knowledge (Business), Knowledge (Civics), Knowledge (Current Events), Knowledge (Earth and Life Sciences), Knowledge (History), Knowledge (Physical Sciences), Knowledge (Popular Culture), Knowledge (Tactics), Knowledge (Technology), Knowledge (Theology and Philosophy) Endurance: Concentration, Gamble, Survival Handler: Handle Animal, Knowledge (Popular Culture), Knowledge (Streetwise), Survival Investigator: Forgery, Investigate, Knowledge (Civics), Search Linguist: Decipher Script, Knowledge (any one), Read/Write Language, Speak Language Medicine: Craft (Pharmaceutical), Knowledge (Earth and Life Sciences), Spot, Treat Injury Perception: Listen, Search, Sense Motive, Spot Psionic: Autohypnosis, Concentration, Knowledge (Arcane Lore), Psicraft Racer: Drive, Escape Artist, Tumble Rider: Knowledge (Popular Culture), Knowledge (Streetwise), Ride, Tumble Searcher: Computer Use, Knowledge (Behavioral Sciences), Knowledge (Streetwise), Research, Search Secretary: Computer Use, Concentration, Listen Slinger: Intimidate, Move Silently, Sleight of Hand Social: Bluff, Diplomacy, Gather Information, Intimidate Stealth: Hide, Move Silently, Sleight of Hand Technician: Craft (Electronic), Craft (Mechanical), Knowledge (Physical Sciences), Knowledge (Technology), Repair Theatric: Bluff, Knowledge (Current Events or Popular Culture), Perform (any three) Transportation: Drive, Navigate, Pilot Wilderness Lore: Handle Animal, Navigate, Ride, Survival [I]Class Groups:[/I] Note that class groups are only available when you take levels in that class. Base Class : Class Groups Strong : Athletic, Builder, Handler, Wilderness Lore Fast : Agility, Racer, Rider, Stealth, Transportation Tough : Athletic, Detective, Driver, Endurance, Wilderness Lore Smart : Academic, Builder, Business, Computer, Crafter, Destruction, Educated, Investigator, Linguist, Searcher, Technician Dedicated : Academic, Detective, Educated, Medicine, Perception, Searcher, Wilderness Lore Charismatic : Academic, Creator, Clown, Social, Theatric [I]Occupation Groups:[/I] If the group(s) chosen for occupation is a class group at first level then you gain a +1 competence bonus on checks using those skills, as well as gaining the group as a permanent group. This only applies to skill groups, not overlapping skills within the groups. Starting Occupation : Number Chosen : Available Groups Academic : Two : Academic, Computer, Creator, Educated, Theatric Adventurer : One : Destruction, Guide, Stealth, Transportation Athlete : One : Agility, Athletic, Equestrian, Racer Blue Collar : Two : Athletic, Builder, Driver, Equestrian, Technician Celebrity : One : Confidence Man, Social, Theatric Creative : Two : Business, Confidence Man, Crafter, Creator, Technician, Theatric Criminal : One : Confidence man, Criminal, Stealth Dilettante : One : Equestrian, Linguist, Sloth Doctor : One : Business, Medicine, Psychology Emergency Services : Two : Agility, Athletic, Medical Technician, Medicine, Transportation Entrepreneur : One : Business, Computer, Social, Wheeling Investigative : One : Criminal, Detective, Investigator, Perception, Searcher Law Enforcement : One : Detective, Driver, Investigator, Rider, Social, Transportation Military : One : Destruction, Guide, Stealth, Transportation Religious : Two : Perception, Religion, Secretary, Social, Theatric Rural : One : Guide, Motorist, Transportation, Wilderness Lore Student : Three : Academic, Business, Computer, Educated, Technician, Theatric Technician : Two : Builder, Business, Computer, Technician White Collar : Two : Academic, Business, Computer, Social Confidence man: Bluff, Disguise, Forgery, Gamble, Perform (Act) Criminal: Disable Device, Forgery, Knowledge (Streetwise), Sleight of Hand Equestrian: Handle Animal, Knowledge (Earth and Life Sciences or Popular Culture), Ride Guide: Climb, Navigate, Survival, Swim Medical Technician: Craft (Pharmaceutical), Knowledge (Behavioral Sciences), Knowledge (Earth and Life Sciences), Knowledge (Technology), Treat Injury Motorist: Balance, Drive, Repair Psychology: Craft (Pharmaceutical), Diplomacy, Knowledge (Behavioral Sciences), Treat Injury Religion: Diplomacy, Knowledge (Theology and Philosophy), Perform (any one), Sense Motive Sloth: Bluff, Gamble, Intimidate Wheeling: Bluff, Diplomacy, Gamble [B] Skill Changes:[/B] [u]Drive[/u]: Drive is one skill with several subgroups, each accessed by spending a skill point to expand the area of application. Without access to an expansion, the character takes a -4 to all drive checks in such a vehicle. Basic driving skills cover cars, motorcycles and small trucks. The expanded areas are Heavy Wheeled, Powerboat, Sailboat, Ship and Tracked. Heavy wheeled is for large wheeled vehicles, such as eighteen-wheeled trucks or military LAVs. Tracked vehicles are any vehicle on treads, such as bulldozers and tanks. Powerboat is for small motorboats, such as speedboats and jet skis, designed for one operator. Sailboat covers all wind-powered sailing vessels. Ships are large, multi-crewed water vessels. [u]Pilot[/u]: Like Drive, Pilot is one skill with several subgroups, each accessed by spending a skill point to expand the area of application. Without access to an expansion, the character takes a -4 to all pilot checks in such a vehicle. Basic flight skills cover small propeller and jet aircraft, including cesnas and lear jets. The expanded areas are Heavy Aircraft, Helicopters, Jet Fighters or Spacecraft. Heavy aircraft include such vehicles as large passenger planes, heavy military transport planes, most bomber aircraft and most aircraft with three or more engines. Helicopters covers all rotary wing aircraft, transport, combat or otherwise. Jet fighters is for military fighters and ground attack jets. Spacecraft are any extra-atmosphere craft such as the space shuttle or lunar lander (this can also cover interstellar craft for science fiction games, or one or more areas can be added to the pilot skill). [u]Knowledge[/u]: Try Again: Yes, after eight hours of rest. Sometimes a night’s rest shakes loose things that had been forgotten in the recesses of the mind. [u]Tumble[/u]: Tumble checks are now opposed checks. To tumble through an opponent’s threatened area make a tumble check opposed by his tumble or base attack check (defender’s choice). If you tumble through an opponent’s space then he adds +5 to his opposed check. To tumble past multiple opponents, make one tumble check and each opponent opposes in the order you tumble past them, player’s choice if there are any ties. Each opponent after the first gains a cumulative +2 on his opposed check. [/QUOTE]
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