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<blockquote data-quote="Ferghis" data-source="post: 6097056" data-attributes="member: 40483"><p>I'm still reading through the thread, but I wanted to post my draft of a potential skill mechanic. I'm stealing from a lot of places, in particular Cook's suggestion of dividing up skills into levels of expertise to make many checks unnecessary or impossible. I also incorporated the yes/no and/but mechanic that I've seen floating around in many places.</p><p></p><p>Skills begin as <strong>untrained</strong>, and may progress to (in order) <strong>trained, expert, master, or epic</strong> training levels. At any particular level of training, a character will automatically succeed at any check below his or her level of training, and roll to make a check at his or her level of training. The character can also attempt a check at the next level of training, but with a disadvantage. A character will automatically fail a check at a training level that is two levels or more above his or her current training level. For example, an expert acrobat will automatically succeed any untrained or trained acrobatics check, and may roll for any expert or master acrobatics check (the latter at a disadvantage), but will automatically fail any epic acrobatics check.</p><p></p><p>Characters who have developed their training in a skill also have access to certain abilities which untrained characters cannot even attempt to do with a check. For example, a master acrobat can avoid being knocked prone.</p><p></p><p>When the DM calls for a skill check, players may suggest appropriate ability score bonuses to add to the roll. For example, to jump from one tree to another, one player might suggest adding the dexterity bonus while another might suggest adding strength bonus. The DM is the final arbiter of what bonuses apply to a given roll, and may allow multiple ability scores or none. If the check is opposed by another individual, that individual’s training determines the check level, and the the opposing individual’s modifier is applied as a penalty to the roll.</p><p></p><p>The success or failure of a check is determined as follows:</p><p>Natural 1 or modified <1: Failure. Optionally, additional negative consequences may apply.</p><p>Modified 1-5: Failure</p><p>Modified 6-10: Failure. Optionally, minor positive achievements may apply.</p><p>Modified 11-15: Success. Optionally, minor negative consequences may apply.</p><p>Modified 16-20: Success.</p><p>Natural 20 or modified >20: Success. Optionally, additional positive achievements may apply</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6097056, member: 40483"] I'm still reading through the thread, but I wanted to post my draft of a potential skill mechanic. I'm stealing from a lot of places, in particular Cook's suggestion of dividing up skills into levels of expertise to make many checks unnecessary or impossible. I also incorporated the yes/no and/but mechanic that I've seen floating around in many places. Skills begin as [b]untrained[/b], and may progress to (in order) [b]trained, expert, master, or epic[/b] training levels. At any particular level of training, a character will automatically succeed at any check below his or her level of training, and roll to make a check at his or her level of training. The character can also attempt a check at the next level of training, but with a disadvantage. A character will automatically fail a check at a training level that is two levels or more above his or her current training level. For example, an expert acrobat will automatically succeed any untrained or trained acrobatics check, and may roll for any expert or master acrobatics check (the latter at a disadvantage), but will automatically fail any epic acrobatics check. Characters who have developed their training in a skill also have access to certain abilities which untrained characters cannot even attempt to do with a check. For example, a master acrobat can avoid being knocked prone. When the DM calls for a skill check, players may suggest appropriate ability score bonuses to add to the roll. For example, to jump from one tree to another, one player might suggest adding the dexterity bonus while another might suggest adding strength bonus. The DM is the final arbiter of what bonuses apply to a given roll, and may allow multiple ability scores or none. If the check is opposed by another individual, that individual’s training determines the check level, and the the opposing individual’s modifier is applied as a penalty to the roll. The success or failure of a check is determined as follows: Natural 1 or modified <1: Failure. Optionally, additional negative consequences may apply. Modified 1-5: Failure Modified 6-10: Failure. Optionally, minor positive achievements may apply. Modified 11-15: Success. Optionally, minor negative consequences may apply. Modified 16-20: Success. Natural 20 or modified >20: Success. Optionally, additional positive achievements may apply [/QUOTE]
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