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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ideas for a simpler D&D *mostly about skills*
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<blockquote data-quote="Grayhawk" data-source="post: 1759541" data-attributes="member: 11288"><p>Aaron2 and Left-handed Hummingbird, thanks for your replies.</p><p></p><p>LhH, my approach to skills is somewhat similar, in the way that I want the check to end up as d20 + class level + ability modifier for those who know the skill.</p><p></p><p>But I still like the idea of choosing skills, so maybe something like this:</p><p></p><p>First, whittle down the number of skills to about half the current number by consolidating skills where possible.</p><p></p><p>Rough draft:</p><p></p><p>Craft (includes Profession) int</p><p>Sneak (Hide, Move Silently) dex</p><p>Alertness (Spot, Search, Listen) wis</p><p>Athletics (Climb, Swim, Jump) str</p><p>Acrobatics (Scale Walls, Tumble, Balance) dex</p><p>Persuade (Intimidate, Diplomacy, Bluff) cha</p><p>Ride, dex</p><p>Heal, wis</p><p>Survival, wis</p><p></p><p>Disable (Disable Device, Open Locks) dex or int</p><p>Decipher Script, int</p><p>Sleight of Hand, dex</p><p>Spellcraft, int</p><p>Track, wis</p><p>Knowledge, int (all 10 knowledge skills bought seperately)</p><p></p><p>You either know a skill or not. The first 9 are skills you may try to use without knowing them. Each class may only learn certain skills.</p><p></p><p>E.g. a Fighter chooses 2 skills + int modifier (+1 if human) upon character creation, from the following list: Craft, Athletics, Persuade, Ride, Survival. His rank in these skills are class level + ability modifier. An Alertness check for him will always jut be a wis check, a Sneak check always a dex check, etc.</p><p></p><p>The reason for keeping the 10 Knowledge skills individually, is that the Mage (with his propably high - and increasing - Int) soon will run out of skills to take otherwise. The Mage's list of possible skills will look something like this: Craft, Knowledge skills, Decipher Script, Spellcraft.</p><p></p><p>Possible weakness with this system:</p><p></p><p>A Rogue with Sneak as a chosen skill will not be much better at sneaking than someone else with the same Dex score for the first few levels. Even worse, the Cleric will propably be more alert than him for those levels as well. I guess, to remedy this, it is necessary to add in a +3 for known skills, much like in the RAW. While the system loses some of it's simplicity this way, it seems unavoidable.</p><p></p><p>As it is, this is pretty close to UA's 'Maximum Ranks, Limited Choices', but with fewer skills. </p><p></p><p>The classes should propably have the following number of skill points:</p><p></p><p>Fighter, Paladin, Cleric, Mage, Druid(?): 2</p><p>Ranger: 4</p><p>Rogue: 6</p><p></p><p>Any glaring holes?</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1759541, member: 11288"] Aaron2 and Left-handed Hummingbird, thanks for your replies. LhH, my approach to skills is somewhat similar, in the way that I want the check to end up as d20 + class level + ability modifier for those who know the skill. But I still like the idea of choosing skills, so maybe something like this: First, whittle down the number of skills to about half the current number by consolidating skills where possible. Rough draft: Craft (includes Profession) int Sneak (Hide, Move Silently) dex Alertness (Spot, Search, Listen) wis Athletics (Climb, Swim, Jump) str Acrobatics (Scale Walls, Tumble, Balance) dex Persuade (Intimidate, Diplomacy, Bluff) cha Ride, dex Heal, wis Survival, wis Disable (Disable Device, Open Locks) dex or int Decipher Script, int Sleight of Hand, dex Spellcraft, int Track, wis Knowledge, int (all 10 knowledge skills bought seperately) You either know a skill or not. The first 9 are skills you may try to use without knowing them. Each class may only learn certain skills. E.g. a Fighter chooses 2 skills + int modifier (+1 if human) upon character creation, from the following list: Craft, Athletics, Persuade, Ride, Survival. His rank in these skills are class level + ability modifier. An Alertness check for him will always jut be a wis check, a Sneak check always a dex check, etc. The reason for keeping the 10 Knowledge skills individually, is that the Mage (with his propably high - and increasing - Int) soon will run out of skills to take otherwise. The Mage's list of possible skills will look something like this: Craft, Knowledge skills, Decipher Script, Spellcraft. Possible weakness with this system: A Rogue with Sneak as a chosen skill will not be much better at sneaking than someone else with the same Dex score for the first few levels. Even worse, the Cleric will propably be more alert than him for those levels as well. I guess, to remedy this, it is necessary to add in a +3 for known skills, much like in the RAW. While the system loses some of it's simplicity this way, it seems unavoidable. As it is, this is pretty close to UA's 'Maximum Ranks, Limited Choices', but with fewer skills. The classes should propably have the following number of skill points: Fighter, Paladin, Cleric, Mage, Druid(?): 2 Ranger: 4 Rogue: 6 Any glaring holes? [/QUOTE]
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