eriktheguy
First Post
Game Theories
This is my new series about not using house-rules. I've been DMing for about 15 years. One lesson that 4e taught me is to handle situations with fewer rules. Broad and general with specific exceptions can cover almost any situation.
I've also written a lot of house-rules over the years. Introducing house-rules changes how characters work. Experience tells me that players are generally less enthusiastic about rules than the DM. The best house-rules are passive and invisible, applied by the DM without player effort. The worst require action on the part of the PCs, or add a situational change to the rules. These rules bloat bookkeeping and punish players who forget.
I believe we DMs too often try to handle special cases by writing house-rules. I think it best to handle these cases within the framework of the rules whenever possible. My series, Game Theories, will be about just that.
Episode 1: Non-adventuring Skills
A History of SkillsIn general, there are two kinds of skills. Non-adventuring skills such as weaving or mining, and adventuring skills, such as hiding and jumping.
In 2e AD&D, characters had 'non-weapon proficiencies' for non-adventuring skills. Adventuring skills were handled by special rules, ability score checks, and class features. In 3e D&D you spent skill points to learn either adventuring or non-adventuring skills. In 4e D&D we use skills to describe adventuring tasks only. Non-adventuring skills are simply not described in the rules.
Axioms
4e has the best skill system. Players aren't forced to choose between the 'good' skills and the 'interesting' ones, as they were in 3e. Players aren't limited in the number of non-adventuring skills they know by the rules like in 2e. Choosing not to define all skills with the rules was a conscious choice of the designers. They didn't just 'forget' about crafting and sailing and farming. There was a good reason for this.
Propsition
So what do we do when a character wants to know a skill that isn't outlined in the rules, like gem-cutting, baking, or sword-swallowing. How do we apply non-adventuring skills to the game? There are dozens of posts on enworld about how to house-rule craft and perform into the game system. As always, I recommend instead that we incorporate them rule free. Here are my Theories.
Theories
Not a rule: In 4e D&D, non-adventuring skills are not a rule. Your character background can describe any number of interesting talents, niche interests, or obscure hobbies that you want.
The DM's best friend: Don't forget that you can always give a player +2 to a skill check for favorable conditions. A relevant non-adventuring skill can definitely count as a favorable condition. A gem-cutter deserves +2 to their thievery check to replace the jewels in a tiara with fakes, or to identify such fakes.
Skill checks: You can also let players make skill checks to accomplish things. DMs ask players for skill checks all the time, granting one to a character with a relevant non-adventuring skill is just as legitimate. The group's treasure hunter might get a history check to know of a forgotten relic buried in a temple they are exploring.
Benefits: You can give players benefits without requiring skill checks. The players visit a military camp full of depressed and weary soldiers. The master chef in the party prepares an exquisite meal with his personal spices. They earn the favor of the camp (perhaps a few soldiers on the next mission, a blessing from the priest, or a free success in an upcoming skill challenge).
Corollaries
Let the players make offers: Let players try to earn the benefits above by suggesting ways to use their non-adventuring skills. It may take them a few sessions to realize you are allowing this.
Keep it situational: When you grant a benefit, always ask yourself "Is this repeatable? Does this situation come up often?". If the answer is yes, then you shouldn't award the bonus. Common situations are covered by normal skill checks and rules. A 'cat burglar' shouldn't get a bonus to picking locks, that's just a thievery check. As a rule of thumb, a given non-adventuring skill shouldn't come up every adventure.
Looking forward
Feel free to post questions and criticisms. I moved this from the fan-creations forum to get more traffic. If feedback is good I will post more.