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<blockquote data-quote="StAlda" data-source="post: 1773040" data-attributes="member: 16745"><p><strong>I created pseudo-skills house rules</strong></p><p></p><p>I like a lot of the ideas so far</p><p>However I have a problem with some skills like spot - you can be trained to have better eyesight? Alertness is different and would synergy with spot, but not affect it "directly"</p><p> </p><p>Anyway, check these out</p><p></p><p>PSEUDO-SKILLS</p><p>Some skills a character has are innate, such as sight or hearing. Any creature that has eyes or ears or can feel vibrations in the earth can use these to sense danger. All characters have pseudo-skills, but they do not put skill points into them and they only changed through Feats, Magic or key ability score changes. They are always trained, at zero (0) ranks.</p><p></p><p>LISTEN (PER; PSEUDO-SKILL)</p><p>Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check.</p><p></p><p><span style="font-family: 'Courier New'">Listen DC Sound</span></p><p><span style="font-family: 'Courier New'">-10 A battle</span></p><p><span style="font-family: 'Courier New'">0 People talking1</span></p><p><span style="font-family: 'Courier New'">5 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.</span></p><p><span style="font-family: 'Courier New'">10 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise</span></p><p><span style="font-family: 'Courier New'">15 A 1st-level rogue using Move Silently to sneak past the listener</span></p><p><span style="font-family: 'Courier New'">15 People whispering1</span></p><p><span style="font-family: 'Courier New'">20 A cat stalking</span></p><p><span style="font-family: 'Courier New'">30 An owl gliding in for a kill</span></p><p>1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language.</p><p></p><p><span style="font-family: 'Courier New'">Listen DC Modifier Condition</span></p><p><span style="font-family: 'Courier New'">+5 Through a door</span></p><p><span style="font-family: 'Courier New'">+15 Through a stone wall</span></p><p><span style="font-family: 'Courier New'">+1 Per 10 feet of distance</span></p><p><span style="font-family: 'Courier New'">+5 Listener distracted</span></p><p></p><p>In the case of people trying to be quiet, the DCs given on the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result. </p><p>Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.</p><p>Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.</p><p>Special: When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks.</p><p>A fascinated creature takes a -4 penalty on Listen checks made as reactions.</p><p>If you have the Alertness feat, you get a +2 bonus on Listen checks.</p><p>A ranger gains a bonus on Listen checks when using this skill against a favored enemy.</p><p>An elf, gnome, or halfling has a +2 racial bonus on Listen checks. </p><p>A half-elf has a +1 racial bonus on Listen checks..</p><p>A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper.</p><p></p><p>SMELL (PER; PSEUDO-SKILL)</p><p>Use this skill to discern different scents.</p><p>Check: Make a Smell check against a DC that indicates how powerful an odor is. Smell should be used to search for objects characterized by their odor in place of Search checks, at your option.</p><p>The DM may make the Smell check so that you will not know whether not smelling anything indicates the absence of a smell or just you rolled low.</p><p></p><p><span style="font-family: 'Courier New'">DC Smell</span></p><p><span style="font-family: 'Courier New'">0 Spoiled food or a corpse at least 24 hours old.</span></p><p><span style="font-family: 'Courier New'">5 The smell of a humanoid that has not bathed in a week or a humanoid wearing heavy perfume.</span></p><p><span style="font-family: 'Courier New'">10 Notice a normal scent in normal conditions: fresh baked bread in dining hall, walking past a privy</span></p><p><span style="font-family: 'Courier New'">15 Identify a type of humanoid, animal or beast by scent.</span></p><p><span style="font-family: 'Courier New'">20 A faint odor surrounded by a pungent odor. (A rose in a garbage can.)</span></p><p><span style="font-family: 'Courier New'">25 Identify a specific humanoid, animal or beast by scent.</span></p><p><span style="font-family: 'Courier New'">30 Detect poison in a plate of prepared food. (You must specifically sniff for it, 40 DC to casually notice)</span></p><p></p><p><span style="font-family: 'Courier New'">DC Modifiers</span></p><p><span style="font-family: 'Courier New'">-5 You are downwind from the source of the odor.</span></p><p><span style="font-family: 'Courier New'">+1 Per foot separating you from the source of the odor. (If you lack the scent special ability.)</span></p><p><span style="font-family: 'Courier New'">+1 Per 10 feet separating you from the source of the odor. (If you have the scent special ability.)</span></p><p><span style="font-family: 'Courier New'">+2 Odor is on the other side of a standard door.</span></p><p><span style="font-family: 'Courier New'">+2 Attempting to distinguish between very similar substances.</span></p><p><span style="font-family: 'Courier New'">+5 Odor is on the other side of a wooden wall.</span></p><p><span style="font-family: 'Courier New'">+5 You are upwind from the source of the odor.</span></p><p><span style="font-family: 'Courier New'">+10 During a gust of wind spell or during Strong winds.</span></p><p></p><p>Retry: You can make a Smell check every time you have a chance to notice an odor around you, in a reactive manner. As a full round action, you may try to sniff something you previously failed to smell.</p><p>Special: A ranger gains a bonus on Sniff checks when using this skill against a favored enemy.</p><p>You may use Sniff in place of Spot when attempting to penetrate a disguise, or you may gain a +2 synergy bonus to your Spot check when penetrating a disguise if you have 5 or more ranks in sniff. This presumes that you have sniffed the target of the imposter's disguise before encountering the impersonator.</p><p>Having 5 or more ranks in Sniff gives you a +2 synergy bonus with Alchemy checks and to Wilderness Lore checks involving tracking.</p><p>If you have 5 or more ranks in Sniff, you gain a +2 synergy bonus with Spot checks made against Hide checks involving a target with a peculiar odor.</p><p></p><p>*********************************</p><p></p><p>I pulled JUmp completely out of skills and put it under Movement</p><p></p><p>JUMPING</p><p>A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.</p><p></p><p>The DC and the distance you can cover vary according to the type of jump you are attempting (see below).</p><p>Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.</p><p>All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.</p><p>Distance moved by jumping is counted against your normal maximum movement in a round.</p><p>When you attempt a Jump check, you land prone unless you beat the DC by 5 or more.</p><p></p><p>Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).</p><p>If your check succeeds, you land at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.</p><p></p><p><span style="font-family: 'Courier New'">Long Jump Distance Jump DC1</span></p><p><span style="font-family: 'Courier New'">5 feet 5</span></p><p><span style="font-family: 'Courier New'">10 feet 10</span></p><p><span style="font-family: 'Courier New'">15 feet 15</span></p><p><span style="font-family: 'Courier New'">20 feet 20</span></p><p><span style="font-family: 'Courier New'">25 feet 25</span></p><p><span style="font-family: 'Courier New'">30 feet 30</span></p><p>1 Requires a 20-foot running start. Without a running start, double the DC.</p><p></p><p>High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.</p><p>If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.</p><p></p><p><span style="font-family: 'Courier New'">High Jump Distance1 Jump DC2</span></p><p><span style="font-family: 'Courier New'">1 foot 4</span></p><p><span style="font-family: 'Courier New'">2 feet 8</span></p><p><span style="font-family: 'Courier New'">3 feet 12</span></p><p><span style="font-family: 'Courier New'">4 feet 16</span></p><p><span style="font-family: 'Courier New'">5 feet 20</span></p><p><span style="font-family: 'Courier New'">6 feet 24</span></p><p><span style="font-family: 'Courier New'">7 feet 28</span></p><p><span style="font-family: 'Courier New'">8 feet 32</span></p><p>1 Not including vertical reach; see below.</p><p>2 Requires a 20-foot running start. Without a running start, double the DC.</p><p></p><p>Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)</p><p>Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.</p><p></p><p><span style="font-family: 'Courier New'">Creature Size Vertical Reach</span></p><p><span style="font-family: 'Courier New'">Colossal 128 ft.</span></p><p><span style="font-family: 'Courier New'">Gargantuan 64 ft.</span></p><p><span style="font-family: 'Courier New'">Huge 32 ft.</span></p><p><span style="font-family: 'Courier New'">Large 16 ft.</span></p><p><span style="font-family: 'Courier New'">Medium 8 ft.</span></p><p><span style="font-family: 'Courier New'">Small 4 ft.</span></p><p><span style="font-family: 'Courier New'">Tiny 2 ft.</span></p><p><span style="font-family: 'Courier New'">Diminutive 1 ft.</span></p><p><span style="font-family: 'Courier New'">Fine 1/2 ft.</span></p><p></p><p>Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.</p><p></p><p>Effects that increase movement also increase jumping distance, since a junp check is modified by speed.</p><p>If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.</p><p>A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic.</p><p>If you have the Acrobatic feat, you get a +2 bonus on Jump checks.</p><p>If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.</p><p>.</p></blockquote><p></p>
[QUOTE="StAlda, post: 1773040, member: 16745"] [b]I created pseudo-skills house rules[/b] I like a lot of the ideas so far However I have a problem with some skills like spot - you can be trained to have better eyesight? Alertness is different and would synergy with spot, but not affect it "directly" Anyway, check these out PSEUDO-SKILLS Some skills a character has are innate, such as sight or hearing. Any creature that has eyes or ears or can feel vibrations in the earth can use these to sense danger. All characters have pseudo-skills, but they do not put skill points into them and they only changed through Feats, Magic or key ability score changes. They are always trained, at zero (0) ranks. LISTEN (PER; PSEUDO-SKILL) Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check. [FONT=Courier New]Listen DC Sound -10 A battle 0 People talking1 5 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise. 10 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise 15 A 1st-level rogue using Move Silently to sneak past the listener 15 People whispering1 20 A cat stalking 30 An owl gliding in for a kill[/FONT] 1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language. [FONT=Courier New]Listen DC Modifier Condition +5 Through a door +15 Through a stone wall +1 Per 10 feet of distance +5 Listener distracted[/FONT] In the case of people trying to be quiet, the DCs given on the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result. Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action. Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty. Special: When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks. A fascinated creature takes a -4 penalty on Listen checks made as reactions. If you have the Alertness feat, you get a +2 bonus on Listen checks. A ranger gains a bonus on Listen checks when using this skill against a favored enemy. An elf, gnome, or halfling has a +2 racial bonus on Listen checks. A half-elf has a +1 racial bonus on Listen checks.. A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper. SMELL (PER; PSEUDO-SKILL) Use this skill to discern different scents. Check: Make a Smell check against a DC that indicates how powerful an odor is. Smell should be used to search for objects characterized by their odor in place of Search checks, at your option. The DM may make the Smell check so that you will not know whether not smelling anything indicates the absence of a smell or just you rolled low. [FONT=Courier New]DC Smell 0 Spoiled food or a corpse at least 24 hours old. 5 The smell of a humanoid that has not bathed in a week or a humanoid wearing heavy perfume. 10 Notice a normal scent in normal conditions: fresh baked bread in dining hall, walking past a privy 15 Identify a type of humanoid, animal or beast by scent. 20 A faint odor surrounded by a pungent odor. (A rose in a garbage can.) 25 Identify a specific humanoid, animal or beast by scent. 30 Detect poison in a plate of prepared food. (You must specifically sniff for it, 40 DC to casually notice)[/FONT] [FONT=Courier New]DC Modifiers -5 You are downwind from the source of the odor. +1 Per foot separating you from the source of the odor. (If you lack the scent special ability.) +1 Per 10 feet separating you from the source of the odor. (If you have the scent special ability.) +2 Odor is on the other side of a standard door. +2 Attempting to distinguish between very similar substances. +5 Odor is on the other side of a wooden wall. +5 You are upwind from the source of the odor. +10 During a gust of wind spell or during Strong winds.[/FONT] Retry: You can make a Smell check every time you have a chance to notice an odor around you, in a reactive manner. As a full round action, you may try to sniff something you previously failed to smell. Special: A ranger gains a bonus on Sniff checks when using this skill against a favored enemy. You may use Sniff in place of Spot when attempting to penetrate a disguise, or you may gain a +2 synergy bonus to your Spot check when penetrating a disguise if you have 5 or more ranks in sniff. This presumes that you have sniffed the target of the imposter's disguise before encountering the impersonator. Having 5 or more ranks in Sniff gives you a +2 synergy bonus with Alchemy checks and to Wilderness Lore checks involving tracking. If you have 5 or more ranks in Sniff, you gain a +2 synergy bonus with Spot checks made against Hide checks involving a target with a peculiar odor. ********************************* I pulled JUmp completely out of skills and put it under Movement JUMPING A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump. The DC and the distance you can cover vary according to the type of jump you are attempting (see below). Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet. All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled. Distance moved by jumping is counted against your normal maximum movement in a round. When you attempt a Jump check, you land prone unless you beat the DC by 5 or more. Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). If your check succeeds, you land at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check. [FONT=Courier New]Long Jump Distance Jump DC1 5 feet 5 10 feet 10 15 feet 15 20 feet 20 25 feet 25 30 feet 30[/FONT] 1 Requires a 20-foot running start. Without a running start, double the DC. High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared. If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet. [FONT=Courier New]High Jump Distance1 Jump DC2 1 foot 4 2 feet 8 3 feet 12 4 feet 16 5 feet 20 6 feet 24 7 feet 28 8 feet 32[/FONT] 1 Not including vertical reach; see below. 2 Requires a 20-foot running start. Without a running start, double the DC. Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller. [FONT=Courier New]Creature Size Vertical Reach Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft. Tiny 2 ft. Diminutive 1 ft. Fine 1/2 ft.[/FONT] Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start. Effects that increase movement also increase jumping distance, since a junp check is modified by speed. If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start. A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic. If you have the Acrobatic feat, you get a +2 bonus on Jump checks. If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks. . [/QUOTE]
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