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[Homebrew] Skill based d20 game?

Max Money AWA

First Post
I was talking about styles and mechanics with my local game group after reading an article about class-based, level-based and skill-based games. We kicked it back and forth that WoD and Shadowrun are more skill-based, whereas 3.X and Pathfinder are more class- or level-based games (we were split on which).

With that being said and after reading several very cool and very good work by some folks here, do you folks think that d20 could be switched to a skill-based game from the way it is now?

The main sticking point that I can think at the moment would be spells. The damage spells would need to get put up on the rack for a major overhaul under the hood, but I'm not sure how to lay them out since there wouldn't be any levels. Ideas?

Oh to be fair, I got the idea to post this after reading this.
 

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Sure and it would looks something inbetween M&M and MRQ depending on how skill focused you want to go.​

MRQ can be found for free here
Main Page - MRQWiki

[edit] If your going no levels I would just take the MRQ character build and stats. Divide the skill scores by 5 and play with the d20 rules from there for skill checks and use some odd form of MRQ reversed to roll up for combat and magic. You can also take all your nifty d20 spells and just roll them into runes for runcasting but you will have to divide the damage by 5.​
 
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OK How exactly is M&M skill based? I have the 1st Ed of it, and it isn't much different than "normal" d20.

I am leaning towards using True20 as a frame for the damage/HP system.

Just starting into this, so I may not be up to speed on everything out there. That's where I will be asking lots and lots of questions.
 

OK How exactly is M&M skill based? I have the 1st Ed of it, and it isn't much different than "normal" d20.

I am leaning towards using True20 as a frame for the damage/HP system.

Just starting into this, so I may not be up to speed on everything out there. That's where I will be asking lots and lots of questions.
Check out the 2nd Edition. It's all kinds of new, different, and better.

As for being skill-based, it's not, completely. It does completely remove classes, and mostly removes levels (except for setting hard caps on maximum abilities). Combat ability is a very specialized skill, one that costs more due to it's greater prominence in the genre and in any given adventure; it's still a skill that characters specialize in, and can have sub-specialties of its own.
Also, it uses the same damage concept as True 20, only simplier and easier to play.
 

With that being said and after reading several very cool and very good work by some folks here, do you folks think that d20 could be switched to a skill-based game from the way it is now?

Max Money, that is in essence what Wayfarers is. It's classless, skill-based d20. You can get to a preview PDF through my sig link.

It's a big book, and the preview is just that, so let me know if you have any questions about it and I'd be happy to save you some time. We think it works pretty well. :)

-Jimmy
 

You could always go with the Anime SRD, which can be fould here:
SYSTEM REFERENCE DOCUMENT

or downloaded in an easy to read pdf form here:
FateRPG.Com: Fate: Fantastic Adventures in Tabletop Entertainment (TM) (Non Fate downloads)

The Anime SRD(BESMd20) is set up as a level based system, with character points being used to purchase skills, feats, and abilities. The default classes of the Anime SRD are geared more towards an "anime" game, but they do include a conversion of the classic D&D fantasy characters into the point-based system.

Also, they have a class called the "Adventurer" class, which is perfect to use if you want to go for the more generic/skill based approach. Just have everyone be an Adventurer class, and they can spend their 5 CP every level however they want.

Combat is also skill based, instead of the usual D&D AC-based approach.

If you're just wanting some skill-based magic, you can always go for Green Ronin's True Sorcery book, or my personal pick from Misfit Studios:
RPGNow.com - Misfit Studios - Unusual Core Classes: The Spellweaver

It's cheap, it's easy, it seems to work just fine, and they give you all the SRD spells already converted over to the skill based system for you. Hard to go wrong.
 

d20 could definitely be turned into a skill-based system.

Really, the only thing you'd need to do is the following:

1. Take the weapon group proficiencies from UA and turn them into skills.
2. Use Spellcraft, Knowledge (Arcana), Knowledge (Religion), Concentration, or Perform skills for spellcasting skills.
3. Perhaps add a skill for wearing armor.
4. Instead of a BAB, it'd be d20+skill vs. DC.

You could even reward greater skill for damage rolls by taking the margin between the DC and your result, and adding it to damage (of course, you'd probably want to make damage a fixed average number plus this margin, so a dagger (1d4) would do 2+margin of success, for example)
 

Both the old Sovereign Stone setting and the Psychic's Handbook had skill based 'casting' systems for D20. I really thing that going fully skill based should be accompanied by going point-buy as well. There are a number of systems out there for that, though my favorite is Mutants and Masterminds just for the simplicity. A feat based advancement system might work as well.
 

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