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Has anyone significantly house-ruled or altered the 5E skill system? Care to share?
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<blockquote data-quote="canucksaram" data-source="post: 6905819" data-attributes="member: 6778026"><p>Thanks for the replies, folks.</p><p></p><p>As for my own game, I'm tinkering with the idea of eliminating variable difficulty numbers and using a roll-under-a-fixed-rating mechanic, with easier or harder tasks having advantage or disadvantage. It's not fully developed and needs playtesting...but the seed of it is like this:</p><p></p><p></p><p>(incomplete version...just a taste...)</p><p></p><p>For a static test, any task that is easy or routine is rolled with advantage, or just declared an auto-success. Something that is challenging or hard or "not easy" requires you to roll under a derived "skill rating." If it's much harder than normal, roll with disadvantage. Basically, ask yourself this: "Could a person with life experience and/or training do this?," and depending on the answer, modify the degree of advantage or disadvantage applied.<p style="margin-left: 20px"></p> <p style="margin-left: 20px">Could a person with life experience and/or training do this? </p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=1]Yeah, it's easy. No roll.<br /> [*=1]Yes, but's it not easy. Make a roll.<br /> [*=1]I think so, but it's hard. Roll with disadvantage.<br /> [*=1]Are you kidding? Dollars to donuts you're gonna fail. Roll with double disadvantage (roll 3d20, use worst value).</li> </ul><p></p><p>Throwing some dice around I quickly realized that using a full attribute as the target number is overpowered, so I borrowed a formula already in the game: 8 + Ability Mod + Proficiency Bonus.</p><p></p><p>For an "average" person, this results in a "skill rating" of 8 if unskilled and 10 if skilled. A bit too slanted toward failure, for my taste, so I changed the formula to 10 + Ability Mod + Proficiency Bonus. Now the "average" skill ratings are 10 for an unskilled person and 12 for a skilled person.</p><p></p><p>Now...what about a dynamic contest? Here, I borrowed from The White Hack: whoever rolls closest to their skill rating without going over wins.</p></blockquote><p></p>
[QUOTE="canucksaram, post: 6905819, member: 6778026"] Thanks for the replies, folks. As for my own game, I'm tinkering with the idea of eliminating variable difficulty numbers and using a roll-under-a-fixed-rating mechanic, with easier or harder tasks having advantage or disadvantage. It's not fully developed and needs playtesting...but the seed of it is like this: (incomplete version...just a taste...) For a static test, any task that is easy or routine is rolled with advantage, or just declared an auto-success. Something that is challenging or hard or "not easy" requires you to roll under a derived "skill rating." If it's much harder than normal, roll with disadvantage. Basically, ask yourself this: "Could a person with life experience and/or training do this?," and depending on the answer, modify the degree of advantage or disadvantage applied.[INDENT] Could a person with life experience and/or training do this? [/INDENT] [LIST] [*=1]Yeah, it's easy. No roll. [*=1]Yes, but's it not easy. Make a roll. [*=1]I think so, but it's hard. Roll with disadvantage. [*=1]Are you kidding? Dollars to donuts you're gonna fail. Roll with double disadvantage (roll 3d20, use worst value). [/LIST] Throwing some dice around I quickly realized that using a full attribute as the target number is overpowered, so I borrowed a formula already in the game: 8 + Ability Mod + Proficiency Bonus. For an "average" person, this results in a "skill rating" of 8 if unskilled and 10 if skilled. A bit too slanted toward failure, for my taste, so I changed the formula to 10 + Ability Mod + Proficiency Bonus. Now the "average" skill ratings are 10 for an unskilled person and 12 for a skilled person. Now...what about a dynamic contest? Here, I borrowed from The White Hack: whoever rolls closest to their skill rating without going over wins. [/QUOTE]
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Has anyone significantly house-ruled or altered the 5E skill system? Care to share?
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