One of the things I liked about 3e was that you could give your character skills in Profession: Undertaker (or whatever) and have it actually reflected in the character's statistics, along with an actual mechanism for using the profession.
One of the things I hated about 3e was that if you wanted to give your character skills in Profession: Trial Lawyer, you had to give up skill points in Hide, Spot, or Open Locks. You know, the skills you were going to actually use as an adventurer, and which counted as part of your character's potency in the campaign.
Using 4e lingo, it seemed like poor siloing to me. I wanted to be able to give my characters ranks in weird professions or crafts, but I didn't want to do so if that choice made my character more likely to be eaten by a grue.
4e seems to be offering this solution: Just have ranks in adventurer-type skills, and negotiate with your DM to get him to permit you to have roleplay-related abilities like "expert preschool teacher." That satisfies the second point I made about 3e, namely, you no longer lose out on the ability to ride a horse because you chose to be good at taste testing chili contests.
But it doesn't satisfy the first part- there's no longer a mechanical reflection of this ability in your stats.
So, given that we know a good deal about how skills work, what about this houserule for the games I DM?
Create a number of non adventurer skills equal to the amount of skills you can convince me make sense before I start getting annoyed. You count as having ranks in these skills equal to your level divided by two, plus a logical ability modifier. If you can come up with a cool way to actually use these skills in the campaign, you will earn a +5 in these skills as if you were trained.
You count as having zero ranks in non adventurer skills that you do not select upon character creation, but if you find a way to obtain practice or training in their use during the campaign, you may gain the benefit of the use of this skill as listed above for skills chosen at character creation. Upgrading such a skill to a "trained" skill requires additional accomplishments.
One of the things I hated about 3e was that if you wanted to give your character skills in Profession: Trial Lawyer, you had to give up skill points in Hide, Spot, or Open Locks. You know, the skills you were going to actually use as an adventurer, and which counted as part of your character's potency in the campaign.
Using 4e lingo, it seemed like poor siloing to me. I wanted to be able to give my characters ranks in weird professions or crafts, but I didn't want to do so if that choice made my character more likely to be eaten by a grue.
4e seems to be offering this solution: Just have ranks in adventurer-type skills, and negotiate with your DM to get him to permit you to have roleplay-related abilities like "expert preschool teacher." That satisfies the second point I made about 3e, namely, you no longer lose out on the ability to ride a horse because you chose to be good at taste testing chili contests.
But it doesn't satisfy the first part- there's no longer a mechanical reflection of this ability in your stats.
So, given that we know a good deal about how skills work, what about this houserule for the games I DM?
Create a number of non adventurer skills equal to the amount of skills you can convince me make sense before I start getting annoyed. You count as having ranks in these skills equal to your level divided by two, plus a logical ability modifier. If you can come up with a cool way to actually use these skills in the campaign, you will earn a +5 in these skills as if you were trained.
You count as having zero ranks in non adventurer skills that you do not select upon character creation, but if you find a way to obtain practice or training in their use during the campaign, you may gain the benefit of the use of this skill as listed above for skills chosen at character creation. Upgrading such a skill to a "trained" skill requires additional accomplishments.