Game Theories, a series. Ep 1: Non-Adventuring Skills

While I wouldn't do this for 4ed. simply because of the "messyness" of making such a change mid-edition, I think a good way to go about these "non-adventuring" skills such as professions and perform would be to treat it similar to how 3.x did, but separate from the "adventuring" skills.

In other words, players would get X points (or trainings) in adventuring skills (stealth, acrobatics, etc.), and then get a separate pool of points to spend in non-adventuring skills (craft, profession, perform, etc.).
Of course, not every DM has these problems and I may well be in the minority. ;P
I think plenty of people would agree with you actually. The only difference for my 4e is that I would give them no effect on the rules, just a space on the back of the character sheet. I would give a list of example skills, traits, quirks, interests, and peeves, but also encourage players to make up their own. I would give a suggested number of each, but players could choose more or less than that number. The skills would still probably have no impact on gameplay beyond DM fiat.
 

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