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General Tabletop Discussion
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How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Stormonu" data-source="post: 8091261" data-attributes="member: 52734"><p>I'd use what I did for the RPG I created, and use "mastery" levels.</p><p></p><p>Untrained: +0</p><p>Beginner: +1</p><p>Novice: +2</p><p>Apprentice: +3</p><p>Journeyman: +4</p><p>Master: +5</p><p>Grand Master: +6</p><p></p><p>Characters have to buy the ranks for a skill they want when they level. You could use the normal skill list fro D&D (and perhaps add a couple more) as well as the following skills:</p><p></p><p></p><p>Simple Weapons (could further group by classes - blades, axes, bows, etc.)</p><p>Martial Weapons (could further group by classes - blades, axes, bows, etc.)</p><p>(maybe armors, if you want modify all ACs to 8 + proficiency + armor bonus [+ dexterity bonus], as if it were passive AC)</p><p></p><p>Then characters get a set number of skill points to spread between their skills (with the bonus capped based on level, around about what proficiency sits at now, maybe 1 higher). My suggestion would be about 6-8 points. It could be varied by class or background, but I wouldn't add Int modifier to the number of skills - a high Int character would just likely want to put them in Int-based skills, while more physical characters would invest in physical skills.</p><p></p><p>You could also go deeper by adding feats or "skill abilities" that allow you to perform certain things (in or out of combat) when you hit certain skill levels. That adds a whole level of complexity, but if you want skills to go beyond just numerical bonuses, this would be the way to encourage attaining certain ranks - for example, perhaps you could add a skill ability that if you have Journeyman skill in a sword, as a bonus action you could add "Bleed" damage to a target. Or, perhaps with Master in Religion a cleric could increase the range of his Channelling ability from 30 feet to 40 feet or somesuch.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8091261, member: 52734"] I'd use what I did for the RPG I created, and use "mastery" levels. Untrained: +0 Beginner: +1 Novice: +2 Apprentice: +3 Journeyman: +4 Master: +5 Grand Master: +6 Characters have to buy the ranks for a skill they want when they level. You could use the normal skill list fro D&D (and perhaps add a couple more) as well as the following skills: Simple Weapons (could further group by classes - blades, axes, bows, etc.) Martial Weapons (could further group by classes - blades, axes, bows, etc.) (maybe armors, if you want modify all ACs to 8 + proficiency + armor bonus [+ dexterity bonus], as if it were passive AC) Then characters get a set number of skill points to spread between their skills (with the bonus capped based on level, around about what proficiency sits at now, maybe 1 higher). My suggestion would be about 6-8 points. It could be varied by class or background, but I wouldn't add Int modifier to the number of skills - a high Int character would just likely want to put them in Int-based skills, while more physical characters would invest in physical skills. You could also go deeper by adding feats or "skill abilities" that allow you to perform certain things (in or out of combat) when you hit certain skill levels. That adds a whole level of complexity, but if you want skills to go beyond just numerical bonuses, this would be the way to encourage attaining certain ranks - for example, perhaps you could add a skill ability that if you have Journeyman skill in a sword, as a bonus action you could add "Bleed" damage to a target. Or, perhaps with Master in Religion a cleric could increase the range of his Channelling ability from 30 feet to 40 feet or somesuch. [/QUOTE]
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How can you add more depth and complexity to skill checks?
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