Houserule: Non Adventuring Skills


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AZRogue said:
You lost me at "Assign to each class a minimum starting wealth value." :) Sorry, it could easily work, but I personally don't see the reward as worth that much extra work tacked on to the process.

It forces you to invest some skill points in those skills at least in character creation.
For example warriors could have to invest points to reach wealth value 6, clerics 8, rogues 10 and wizards 4.
 



Those things are also bad, but less than skillpoints, which you have to count and apply correctly, and then examine that you didn't spend too much or too few.
That's the disadvantage for using a class-/level-system. Of course, it also has advantages, as that it's really easy, but as soon as it's time-consuming, and you're forced to waste your time for such things, it simply gets bad.
 

DandD said:
Those things are also bad, but less than skillpoints, which you have to count and apply correctly, and then examine that you didn't spend too much or too few.
That's the disadvantage for using a class-/level-system. Of course, it also has advantages, as that it's really easy, but as soon as it's time-consuming, and you're forced to waste your time for such things, it simply gets bad.

Well, you could go free-form as an alternative. But I think the OP was asking for something more solid.
 

Lizard said:
We're 99 44/100th percent certain it doesn't, actually.

No we can actually not be sure at all. Maybe there are skillpoints like in ADnD 2n edition. The proficiency 2 entry in the crit article could be a hint. Maybe you get a number of skillpoints to distribute over different skills. Some skills needing more or less points than others. Thats pure speculation, but it could be possible...
 

Well, to sorta-kinda borrow from Star Wars: Saga Edition...

Why not allow each beginning PC to have 3-4 nonadventuring "Profession" slots that don't have a direct impact on the core mechanics (because, if they did, they'd more likely be used up to boost core mechanics rather than as just character flavor).

Each slot grants a (stackable) +1 to an ability for a related Professional path, like Strength for Smithing, Charisma for Music, etc. A character may select up to 4 different Professions, or select the Profession more than once to increase the bonus to ability checks (so a PC could have a +1 to Smithing, Sailing, Music, and Gambling, or a +4 to Sailing alone, or a +2 to Sailing and Music, etc.).

It's sorta-kinda like the Scoundrel's Gambler talent from SW:SE, but it doesn't burn a Talent for the class (though it provides half the bonus the Gambler talent provides), and it's a quick check modifier.

Also, in a way, it kinda reminds me a but of the old Secondary Skills of 1st ed. AD&D, where a character has an additional "group" of skills alongside the racial & class abilities. Addressed and there for someone who wants to use them, but not eating up the stuff that would affect character success.
 

In some other thread this came up and I suggested a solution there, repeated here:

At initial roll-up only, give out a number of skill points (determined however you like - by stat, random roll, whatever) that can *only* be used on Craft-Profession-Perform (c-p-p) skills. These reflect things you learned and-or did before you became an adventurer, and may or may not ever become mechanically useful in-game. After that, you can only add to or change those c-p-p skills after a lengthy break from adventuring. In no way should they be tied to level; you're gaining adventuring skill points from that.

That said, the strangest things can become useful. My 3e Illusionist chucked a couple of ranks into Craft: Calligraphy just for fun, and it came in handy now and then when we needed impressively stylish writing done. However, those two skill points could have just as easily gone into something more "optimal"; it saddens me that the system "expects" such.

Lanefan
 

Well the real question seems to be why have skill ranks at all when their are no mechanics for what those skill ranks actually mean. There are no calligraphy skill check charts to give you an idea of how significant 2 ranks actually are. Do we really need to know that a peasant has +8 farming when the DM essentially has to makeup what that actually means?

Some DMS like to throw in random uses for players skills so they don't feel like they wasted all those points on underwater basket weaving. But often it's extremely obvious that the "obstacle" only existed to be automatically solved by that skill, and if the player didn't have that skill in the first place then the party would have never needed it.
 

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