Minor systems for skills as core

SKill systems as

  • core

    Votes: 9 33.3%
  • module

    Votes: 10 37.0%
  • no

    Votes: 8 29.6%

Minigiant

Legend
Supporter
I have been thinking about many of the topics that have popped up here about what classes get what. Should (insert class) get spells? Should (insert other class) get (insert time frame) abilities? What can a commoner do? Etc.

A little idea came to my mind.
What if each most skills had a minor system of their own or grant minor access to another D&D system?

A high roll of Arcane could allow a casting of a cantrip.
A high Nature roll could allow a character to find certain amount of healing herbs once a time period depending on the terrain.
A Local or Streetwise roll could allow a character to do favors and make connections to obtain an item of a work equal to the time spent, the size of the town, and the levels of the inhabitants.

Then characters could simply pick training in the skill that matches the concept.

Magic rangers roll Arcane or Religion to cast cantrips/orisons. Non magic rangers roll Nature or Dungeoneering to gather plants, fungi, rocks, and poisons.

A wizard doesn't get at-wills. They can either cast a prepared spell or roll a 20+ on an Arcane roll to cast a free cantrip.

A combat stunt could be retried after a successful Concentration or Endurance roll.

What do ya say? Core, Module, or No?
 

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What you describe is basically what Mike Mearls described in an L&L article a year ago.

It's a cool concept for skill modules in the way that it' allow PC to automatically do cool stuff or make it easier to do the really cool stuff.

So if the party wants they can completely disregard any kind of skill system, they can use a minor version of a skill system so you can get +2 to climb or +2 for picking plump barmaids or they can use a skill system than allow them to train in climb to get the ability to climb on a ceiling or train in herbalism and once a day try to find herbs that act like CLW.

Warder
 

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