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General Tabletop Discussion
*Dungeons & Dragons
I want skills decoupled from stats. Suggestions?
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<blockquote data-quote="SmokeyCriminal" data-source="post: 7222575" data-attributes="member: 6876146"><p>I think starting all Skills at -2 and getting a 30+ skill point is way too fiddly. I think I get what your going for so this is my suggestion;</p><p></p><p>---Have all Skills start at 0</p><p></p><p>This cuts down on the amount of Skill Points you need to give out. Instead of making 30+ mini-micro Skill choices. You'll make a few big Skill choices; Which Skills to be "Good" at (proficient), and which Skills to be "Bad" at (Unproficient?) and then just have a pool of manageable Skill Point to distribute.</p><p></p><p>---Choose your 4 skills that you get from Background/Class, those skills start at +2</p><p> </p><p>Giving a skill your proficient in a +2 bump insures you'll start the game at a +4 so even if you dump INT your Arcana will always be decent. So even tho the Fighter has an 8 in INT, choosing Proficiency in Arcana gives you a sort of "ghost stat" of 14, which seems reasonable. Plus you avoid that weird thing where you're Proficient with the skill but only get a +1 to your roll and the other Character isn't proficient but gets a +3.</p><p></p><p>---Choose 4 skills to be "Bad" at, those Skills start at -2</p><p></p><p>I think <em>choosing</em> which skills you will be bad at is much simpler and more meaningful then just having them be the skills that you ignore, or end up leave behind, because you wanted this other skill to be high.</p><p></p><p>---Get 10 Skill Points to put anywhere you want.</p><p></p><p>to round out your Character a little better, either put one more point in the Skills they're proficient in to reach the +3 cap, or put up to 3 points in a skill the're not proficient in. You can even make it so they can't put any point in the Skills they chose as their "Bad" (Unproficient?) Skills.</p><p></p><p>---And personally I'd give everyone two free Tools and/or Instruments just because they can be interesting. Maybe remove the obvious ones like Alchemy, Herbalism, Thieves, Forgery, and Disguise as options for the free-bees because D&D needs more Barbarian Glass-Blowing drummers and such.</p><p></p><p>Obviously Im just pulling the amount of Skill Points you get out of my butt and they need to be adjusted, But I think this way you can get the high Intimdation, dump stat 8CHA, average Persuasion, terrible Deception Fighter that you want. And it's done in a meaningful and simpler way. "I'm a big ugly fighter so I want to be able to Intimidate people (pick proficiency in Intimidate), But I'm honorable so I'm a bad liar (pick Unproficient? in Deception), and I don't really care about being persuasive (leave as-is)."</p><p></p><p>Finally, getting points every ASI is ok, but then that means the Fighter will get 7 skill upgrades and the Wizard 5 (or however many). I think you should only informally follow ASI, so ALL character get Skill Point on the levels the Fighter gets his ASI or on the levels the Wizard gets his ASI, depending on how often you want Characters to get them. So they just happen to fall at the same level as the Fighters or Wizards ASI but arn't actually attached to ASI per se.</p></blockquote><p></p>
[QUOTE="SmokeyCriminal, post: 7222575, member: 6876146"] I think starting all Skills at -2 and getting a 30+ skill point is way too fiddly. I think I get what your going for so this is my suggestion; ---Have all Skills start at 0 This cuts down on the amount of Skill Points you need to give out. Instead of making 30+ mini-micro Skill choices. You'll make a few big Skill choices; Which Skills to be "Good" at (proficient), and which Skills to be "Bad" at (Unproficient?) and then just have a pool of manageable Skill Point to distribute. ---Choose your 4 skills that you get from Background/Class, those skills start at +2 Giving a skill your proficient in a +2 bump insures you'll start the game at a +4 so even if you dump INT your Arcana will always be decent. So even tho the Fighter has an 8 in INT, choosing Proficiency in Arcana gives you a sort of "ghost stat" of 14, which seems reasonable. Plus you avoid that weird thing where you're Proficient with the skill but only get a +1 to your roll and the other Character isn't proficient but gets a +3. ---Choose 4 skills to be "Bad" at, those Skills start at -2 I think [I]choosing[/I] which skills you will be bad at is much simpler and more meaningful then just having them be the skills that you ignore, or end up leave behind, because you wanted this other skill to be high. ---Get 10 Skill Points to put anywhere you want. to round out your Character a little better, either put one more point in the Skills they're proficient in to reach the +3 cap, or put up to 3 points in a skill the're not proficient in. You can even make it so they can't put any point in the Skills they chose as their "Bad" (Unproficient?) Skills. ---And personally I'd give everyone two free Tools and/or Instruments just because they can be interesting. Maybe remove the obvious ones like Alchemy, Herbalism, Thieves, Forgery, and Disguise as options for the free-bees because D&D needs more Barbarian Glass-Blowing drummers and such. Obviously Im just pulling the amount of Skill Points you get out of my butt and they need to be adjusted, But I think this way you can get the high Intimdation, dump stat 8CHA, average Persuasion, terrible Deception Fighter that you want. And it's done in a meaningful and simpler way. "I'm a big ugly fighter so I want to be able to Intimidate people (pick proficiency in Intimidate), But I'm honorable so I'm a bad liar (pick Unproficient? in Deception), and I don't really care about being persuasive (leave as-is)." Finally, getting points every ASI is ok, but then that means the Fighter will get 7 skill upgrades and the Wizard 5 (or however many). I think you should only informally follow ASI, so ALL character get Skill Point on the levels the Fighter gets his ASI or on the levels the Wizard gets his ASI, depending on how often you want Characters to get them. So they just happen to fall at the same level as the Fighters or Wizards ASI but arn't actually attached to ASI per se. [/QUOTE]
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I want skills decoupled from stats. Suggestions?
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