Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
My Proposed 4e House Rules (so far)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zinovia" data-source="post: 4271349" data-attributes="member: 57373"><p>I skipped straight from 1st Edition to Rolemaster, and then to 3E without pausing for more than a single game session of D&D 2E. Is it possible to do a few sentence summary of how the secondary skills rules worked in 2E? </p><p></p><p>I was thinking of grafting on some fairly informal rules for secondary skills in 4E because I am sad that they are gone completely. Given my game experience, I am looking at 3.5 and Rolemaster to see what general categories of skills I may use. I'm not sure how I want to implement this mechanically yet. Rolemaster had too damned many skills though - even secondary skills, which in that system use a separate set of skill points to purchase. I want something fairly simple to tack onto 4E. </p><p></p><p>The reason to not just RP them is the inevitable mid-game revelation, "Oh, of course I can sail a boat. Sure my character is from Inlandia, 500 leagues from the nearest sea, but I learned to sail a boat while I was on my coming of age journey and traveled to Vikingfjord. I did tell you that, didn't I?" Whether they did or not, I don't want potentially useful secondary skills being just written into character backstories. I want everyone to have a roughly comparable number of them. </p><p></p><p>I was thinking of giving everyone a profession or general background skill, and then a couple of hobbies or craft skills. These can't be used to increase "real" game skills, but could still be useful. Were you raised as a farmer? Then if a question comes up about animal husbandry, crops, growing seasons, and the local farming community, you can probably answer it. Likewise you can probably fix a cart if the wheel comes off mid-journey, and you won't cut your own leg off if you grab a scythe as an improvised weapon. Being raised in a temple won't automatically grant Religion skill, but you will have some knowledge of the church hierarchy as well as some potentially useful contacts. You know how to forge a note to visit the restricted area in the grand temple library (that's where all the most interesting books are.) Stuff like that. </p><p></p><p>It's largely a roleplaying thing, but helps the characters think creatively, and adds depth to them and to the game world. I don't want to see secondary skills fall by the wayside, but I'm still not sure of how precisely to implement rules for them in 4E.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4271349, member: 57373"] I skipped straight from 1st Edition to Rolemaster, and then to 3E without pausing for more than a single game session of D&D 2E. Is it possible to do a few sentence summary of how the secondary skills rules worked in 2E? I was thinking of grafting on some fairly informal rules for secondary skills in 4E because I am sad that they are gone completely. Given my game experience, I am looking at 3.5 and Rolemaster to see what general categories of skills I may use. I'm not sure how I want to implement this mechanically yet. Rolemaster had too damned many skills though - even secondary skills, which in that system use a separate set of skill points to purchase. I want something fairly simple to tack onto 4E. The reason to not just RP them is the inevitable mid-game revelation, "Oh, of course I can sail a boat. Sure my character is from Inlandia, 500 leagues from the nearest sea, but I learned to sail a boat while I was on my coming of age journey and traveled to Vikingfjord. I did tell you that, didn't I?" Whether they did or not, I don't want potentially useful secondary skills being just written into character backstories. I want everyone to have a roughly comparable number of them. I was thinking of giving everyone a profession or general background skill, and then a couple of hobbies or craft skills. These can't be used to increase "real" game skills, but could still be useful. Were you raised as a farmer? Then if a question comes up about animal husbandry, crops, growing seasons, and the local farming community, you can probably answer it. Likewise you can probably fix a cart if the wheel comes off mid-journey, and you won't cut your own leg off if you grab a scythe as an improvised weapon. Being raised in a temple won't automatically grant Religion skill, but you will have some knowledge of the church hierarchy as well as some potentially useful contacts. You know how to forge a note to visit the restricted area in the grand temple library (that's where all the most interesting books are.) Stuff like that. It's largely a roleplaying thing, but helps the characters think creatively, and adds depth to them and to the game world. I don't want to see secondary skills fall by the wayside, but I'm still not sure of how precisely to implement rules for them in 4E. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
My Proposed 4e House Rules (so far)
Top