D&D 5E How to Do Skills in a Basic Game

Falling Icicle

Adventurer
One of the things I keep hearing is that the basic version of 5e won't have skills. The problem is, rogues, for example, are totally dependent upon skills for their class features. They not only get extra skills, but their skill tricks depend upon them. It would also mean that characters in a basic game would be at a mathematical disadvantage compared to those in a more advanced game, since they would never get to benefit from skill dice.

One option they could have for basic games is to not have a skill list, but still keep the skill dice mechanic. Instead of having skills, your class and background would determine generally what your skill dice can be used for. Rogues could use their skill dice for checks involving opening locks, finding and disarming traps, picking pockets, sneaking around, and so on. Wizards could use their skill dice on checks related to lore, magic, and other scholarly stuff. The DM could simply say "okay, since your character has the noble background, I'll let you add your skill die on your Intelligence check to know what that family crest is" or "since you're a ranger, you can add your skill die on your Wisdom check to track." It would work just like having skills, but without the skills themselves.

To those of you that want to play a basic version of the game, how does that idea sound?
 

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I think that is probably where they are going--skill dice in even when what kicks them off is not necessarily "skills". In fact, I think having that option is a big part of what drove them to skill dice in the first place--though I do think the mechanic has other good features beyond that basic niche.
 


I wager a rogue will get four "skills" locked into the class (Disable Device, Listen, Sleight of Hand, and Sneak) and described as class features, not skills.
 

I believe it was in the recent Google Hangout that they mentioned possibly given each class a ability score to which they always get their skill die, and then having the skill system be an optional system that builds off of that.
 

It would be a much more dynamic system if it weren't tied to class -- if any character just had an ability to which they would get the bonus. Sure, many fighters would pick STR, but there would be cool design choices in a high STR fighter also picking Dex, Con, even Wis. (Or in an acrobatic rogue applying the skill die to STR, or a benign but nearsighted cleric applying it to Charisma).

There's no reason to require it to be limited by class in that way.
 

It would be a much more dynamic system if it weren't tied to class -- if any character just had an ability to which they would get the bonus. Sure, many fighters would pick STR, but there would be cool design choices in a high STR fighter also picking Dex, Con, even Wis. (Or in an acrobatic rogue applying the skill die to STR, or a benign but nearsighted cleric applying it to Charisma).

There's no reason to require it to be limited by class in that way.

Bear in mind that there are close to zero character customization options in the "basic" game beyond class and race. Feats are pre-selected and I wouldn't be surprised if maneuvers, skill tricks, and maybe even spells are too.

As DM I'd consider allowing some flexibility, but bear in mind Dex is tied to a ton of skills and checks, including Stealth, pickpocketing, lockpicking, etc. There's probably a reason rogues would get it and not fighters.
 

I believe it was in the recent Google Hangout that they mentioned possibly given each class a ability score to which they always get their skill die, and then having the skill system be an optional system that builds off of that.

The problem I have with that idea is each class has always favored tasks that fall under more than one ability. Rogues can climb (str), pick locks (dex), find traps (int/wis), disguise themselves (cha), and so on. Additionally, by picking one ability, that class also ends up being good at everything that fulls under that ability, even things that are not traditionally within its expertise. Clerics that gain a skill bonus on all Wisdom checks end up being the best spotters, trackers, trapfinders, and so on.

By doing what I suggested, and having your class and background serve as two big "skills," characters get their skill bonus on whatever types of activities their class and background suggest they should be good at, despite the ability score being used.
 

A skill check in the Basic game without skills, is just an ability check. Simple as that.

You don't need a skill list and you don't need the skill dice (or a skill bonus) to let your PC do something he wants to do in the Basic game: you just say what you want to do, and roll an ability check if needed.

Of course that might mean that there are no Skill Tricks for the Rogue. But probably other classes also have something less.
 

Way I'm settin' it up for the my game (Steel Dragon's World of Orea Fantasy Role-playing Game tm) is:

1) Each class has certain skills are built into them.(Fighters all start with "Athletics", Rangers all get "Tracking", Mages get "Arcane Lore", etc...)

2) Each Skill that is built into a class as a class feature is automatically starts as +2.

3) Each class begins with a set number of Skill Points (1-4) and gain additional Skill Points (1) as they increase/every so many levels that differs depending on class.

4) Other Skills are "purchased" and/or existing skills increased with Skill Points (or "SP" tm). The level of one's skill (bonus to the dice) ranges from +1 to +5 as follows: +1 "Trained", +2 "Adept", +3 "Expert", +4 "Master", +5 "Preeminent" (or Grandmaster or Superior or something else, haven't totally decided there.)

5) All classes choose from a common list. For the "Basic/Starting Set" (which is all I'm currently working on) the list of Skills is standing at 25 options. I have no desire to alter/increase that. Further skills can/will be added in future sets.

So a Mage, if they wanted, could become skilled in Tracking, a Paladin could take up Arcane Lore, Fighters could Disarm Device (aka Open Locks/Remove Traps), etc...They simply will not be as "advanced" with it without investing the SPs as those skills built into their classes.

Rogues, obviously, get the most of any class to start, gain new points the fastest, and possess a class feature called "Skill Mastery" that gives them a +1 to all skill rolls (trained or not). So their class features immediately become +3, "Expert", and chosen additional skills automatically become +2 (though they only cost 1 SP). They can attempt to use any skill with a +1 to their roll.

Skill Resolution: Any attempt to use a skill is assigned a DC by the DM.
1) Roll the dice
2) + your bonus for the Skill used
3) + any other relevant bonus (which might include things like ability bonuses, magic spells/items, situational bonuses applied by the DM, etc...)
4) If the result is higher than the DC, you succeed.

Does that sound simple enough for a Basic game? Perhaps I could organize/explain it in a simpler way. :erm: Cuz this all sounds kinda much for a starter game. hmmm. From a "page count" perspective they seem suitably "basic." I have all of the "skills section" info on 1 page...the skill list descriptions are 2 pages and 1 column (with a couple of images!).

--SD
 

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