This is how I'd do it: For every trained skill that the character would be entitled to, but chooses not to, I'd give them one use of a "Succeed when you need to" ability (that, when expended, would grant automatic success to an ability check or contest). Each use, once expended, would only recharge after the character has gained a new level.
Most people I know who want to be "The Loremaster" or "The Diplomancer" or whatever _want_ to get those high crazy rolls and show off how they never fail, not eliminate the roll entirely.
After thinking about it I have to agree with the Jester. Something along the lines of advantage for highly skilled and disadvantage for those untrained attempts at things that NEED training.
Skills and feats are not similar enough to be treated with the same kind of solution.
That's basically a fate or action point mechanism; make any d20 an autosuccess, which I like, but why restrict it to skills?
Most people I know who want to be "The Loremaster" or "The Diplomancer" or whatever _want_ to get those high crazy rolls and show off how they never fail, not eliminate the roll entirely.
My solution-of-choice is simply to give each pc a background and say, "When you make an ability check and you think your background ought to apply, check with your dm. If he agrees, you get advantage/a flat bonus/to add your skill die/etc". Instead of a specific skill check, I'd rather see a simpler "my background trained me for this" mechanic adjudicated by the dm.
How about simply giving advantage to skill rolls, instead of 1d10+10?
And another bigger but: if this is an opt-in system, what incentive do I have for NOT opting in? iI the choice is between rolling 1d10+10 for some skills and 1d20 for the rest, vs. rolling 1d20 for all, that is not really a choice. Everybody would pick #1.
So, how to balance the character that has, say, 4 of these skills with one who doesn't? I'm sure there are plenty of ways. Personally, I'd like to see something that more or less takes the place of the skills--that is, a simplified means of making task accomplishment easier.
This is how I'd do it: For every trained skill that the character would be entitled to, but chooses not to, I'd give them one use of a "Succeed when you need to" ability (that, when expended, would grant automatic success to an ability check or contest). Each use, once expended, would only recharge after the character has gained a new level.
Starfox said:One possibility: Pick a number of areas you are skilled in, where you gain advantage (about 1/4 of the skills). Pick a similar number of areas you are trained in, and suffer neither advantage or disadvantage. the rest (about 1/2 the possible skills) you are untrained in and suffer disadvantage on. This system has both advantages and disadvantages, so it could be said to be an opt-in system where opting our is a serious choice.
Why not? I have shown that it could be done, even if you don't like the particular implementation. If it could be done, why not live up to the design goal of being able to play different complexity characters side by side as much as possible?