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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: 1767427" data-attributes="member: 11288"><p>I have a new idea for handling skills <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>While it may not be as simple and elegant as I would've liked, it touches upon some general concerns I've had regarding skills by the RAW, specifically the fact that Profession isn't a class skill for everybody and that many classes have too few points to spend on knowledge skills.</p><p></p><p>And while I can see how a higher Int score would allow for more knowledge skills, I'm not sure it helps you learn how to climb or jump (if two persons with the same physical prowess trained various sports the same amount of time, I don't necessarily see the one with the higher IQ comming out as the winner.)</p><p></p><p>Good point (as the bonus from a high Int would otherwise become too potent, with the fewer consolidated skills), and I think I found a way of addressing that.</p><p></p><p>So here's the idea (in it's current state) :</p><p></p><p>Knowledge skills, Profession and Craft are not on the skill list. Instead all characters start with 1+Int bonus languages, 1+Int bonus Knowledge Skills and a Craft or Profession. Skill level = character level + ability modifier.</p><p></p><p>There are no skill points. You either know a skill or you don't (but all but the last 4 on the list can be tried untrained). If you know a skill, your Skill level is = class level + ability modifier. Skills known are chosen at character creation. </p><p></p><p><strong>Skill list</strong></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>Influence (Intimidate, Diplomacy, Bluff) cha</p><p>Handle Animal (Ride) wis?</p><p>Heal, wis</p><p>Survival, wis</p><p>Disable (Disable Device, Open Locks) int</p><p>Decipher Script, int</p><p>Sleight of Hand, dex</p><p>Spellcraft, int</p><p></p><p>All classes receive automatic Skill Focus feats (+3) in appropiate class skills but can choose to learn any skill on the list.</p><p></p><p>Here's the breakdown for 6 of the classes:</p><p></p><p>Fighter: Choose 2 skills</p><p>Has Focus in Athletics </p><p></p><p>Paladin: Choose 2 skills</p><p>Has Focus in Influence and Handle Animal</p><p></p><p>Ranger: Choose 4 skills</p><p>Has Focus in Athletics, Alertness, Sneak, Handle Animal, Heal and Survival</p><p></p><p>Cleric: Choose 2 skills</p><p>Has Focus in Influence and Heal</p><p></p><p>Mage: Choose 2 skills</p><p>Has Focus in Spellcraft and Decipher Script</p><p></p><p>Rogue: Choose 6 skills</p><p>Has Focus in Athletics, Alertness, Sneak, Acrobatics, Influence, Disable, Sleight of Hand and Decipher Script</p><p></p><p>Obviously, you're better off choosing skills from your Focus list, but if you want your Fighter to be alert for instance, you can make him so, without him being better at it than the Rogue or Ranger.</p><p></p><p></p><p>Example build:</p><p></p><p>Dwarf Fighter</p><p>Str 15</p><p>Dex 10</p><p>Con 16</p><p>Int 13</p><p>Wis 12</p><p>Cha 8</p><p></p><p>Since he has a +1 modifier on Int he chooses 2 languages - Dwarven & Common - and 2 Knowledge Skills - Local and Dungeoneering. He also chooses Profession (Miner).</p><p></p><p>Happy with his Athletics training (a +3 Focus from the Fighter class, for a total of +5 (+2 Str, +3 Focus)) he actually chooses to learn 2 other skills throughout his career, namely Disable for a total of +2 (+1 Int, +1 level) and Heal for a total of +2 (+1 Wis, +1 level).</p><p></p><p>At 5th level, his Athletics Skill level is still +5, but his Disable and Heal levels have increased to +6.</p><p></p><p></p><p>Whaddya think?</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1767427, member: 11288"] I have a new idea for handling skills :) While it may not be as simple and elegant as I would've liked, it touches upon some general concerns I've had regarding skills by the RAW, specifically the fact that Profession isn't a class skill for everybody and that many classes have too few points to spend on knowledge skills. And while I can see how a higher Int score would allow for more knowledge skills, I'm not sure it helps you learn how to climb or jump (if two persons with the same physical prowess trained various sports the same amount of time, I don't necessarily see the one with the higher IQ comming out as the winner.) Good point (as the bonus from a high Int would otherwise become too potent, with the fewer consolidated skills), and I think I found a way of addressing that. So here's the idea (in it's current state) : Knowledge skills, Profession and Craft are not on the skill list. Instead all characters start with 1+Int bonus languages, 1+Int bonus Knowledge Skills and a Craft or Profession. Skill level = character level + ability modifier. There are no skill points. You either know a skill or you don't (but all but the last 4 on the list can be tried untrained). If you know a skill, your Skill level is = class level + ability modifier. Skills known are chosen at character creation. [b]Skill list[/b] Sneak (Hide, Move Silently) dex Alertness (Spot, Search, Listen) wis Athletics (Climb, Swim, Jump) str Acrobatics (Scale Walls, Tumble, Balance) dex Influence (Intimidate, Diplomacy, Bluff) cha Handle Animal (Ride) wis? Heal, wis Survival, wis Disable (Disable Device, Open Locks) int Decipher Script, int Sleight of Hand, dex Spellcraft, int All classes receive automatic Skill Focus feats (+3) in appropiate class skills but can choose to learn any skill on the list. Here's the breakdown for 6 of the classes: Fighter: Choose 2 skills Has Focus in Athletics Paladin: Choose 2 skills Has Focus in Influence and Handle Animal Ranger: Choose 4 skills Has Focus in Athletics, Alertness, Sneak, Handle Animal, Heal and Survival Cleric: Choose 2 skills Has Focus in Influence and Heal Mage: Choose 2 skills Has Focus in Spellcraft and Decipher Script Rogue: Choose 6 skills Has Focus in Athletics, Alertness, Sneak, Acrobatics, Influence, Disable, Sleight of Hand and Decipher Script Obviously, you're better off choosing skills from your Focus list, but if you want your Fighter to be alert for instance, you can make him so, without him being better at it than the Rogue or Ranger. Example build: Dwarf Fighter Str 15 Dex 10 Con 16 Int 13 Wis 12 Cha 8 Since he has a +1 modifier on Int he chooses 2 languages - Dwarven & Common - and 2 Knowledge Skills - Local and Dungeoneering. He also chooses Profession (Miner). Happy with his Athletics training (a +3 Focus from the Fighter class, for a total of +5 (+2 Str, +3 Focus)) he actually chooses to learn 2 other skills throughout his career, namely Disable for a total of +2 (+1 Int, +1 level) and Heal for a total of +2 (+1 Wis, +1 level). At 5th level, his Athletics Skill level is still +5, but his Disable and Heal levels have increased to +6. Whaddya think? [/QUOTE]
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