New Skill System (Part 1: The Basics)

Quickleaf said:
That's a nice list, though Common Knowledge seems a bit vague...and wouldn't religion, current events, business, and politics be common knowledge?
Common knowledge does incompass all of those things. Of course as usual the more obscure the knowledge the higher the DC. It is not knowledge religion in the strictest sense (id undead, know about dieties and their portfolios) I think common knowledge would be identifying religious symbols just like heraldry which is also common knowledge. Sort of seperating the out the basic everyday knowledge of religions in general out from the more secret or deeper knowledge of religious practices and rituals.

Party walk down the street and sees a church on the side of the road. common knowledge roll to determine what church it is.

Party walks down the street and sees a priest performing a rite over a corpse. After they determine what kind of priest suppernatural lore to determine what the priest is trying to accomplish with his ritual.

Sadrik
 

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Skills As Saves

Ask away any questions you may have on this. It is remarkably Similar to the OP's house rule. The difference is in the skill list and a couple more levels of gradation in skill level.

SKILLS AS SAVES
Characters get skill points at first level and buy their skills from their class’s skill list.

Code:
Skill Points by Class:
Arcanist	12+int
Bard		14+int
Berserker	12+int
Cleric		10+int
Druid		12+int
Fighter		10+int
Mage		10+int
Monk		12+int
Mystic		10+int
Paladin		10+int
Priest		12+int
Ranger		12+int
Rogue		16+int
Sorcerer	10+int
Wizard		10+int
After first level characters receive an additional skill point at every even level. (2, 4, 6, 8, 10, 12, 14, 16, 18, and 20)
Humans, half elves and half orcs get 1 more skill point at first level.
Rogues have a class feature that gives them an additional skill point at every odd level after first level. (3, 5, 7, 9, 11, 13, 15, 17, and 19)
Characters can also get additional skill points by taking the Open Minded feat.

Costs
At first level when characters are buying their skills they get a bonus to buying their class skills. Class skills get a free skill point added to them when bought.

Code:
Skill Cost	Skill Rating
0 skill points	Untrained	
1 skill point	Poor
2 skill points	Average
3 skill points	Good
4 skill points	Supreme
Code:
Skill Rating Bonuses
Level	Sprm	Good	Avrg	Poor 	Untrnd
1	+4	+3	+2	+1	+0
2	+5	+4	+3	+1	+0
3	+6	+5	+3	+2	+0
4	+7	+6	+4	+2	+1
5	+8	+6	+4	+3	+1
6	+9	+7	+5	+3	+1
7	+10	+8	+5	+3	+2
8	+11	+9	+6	+4	+2
9	+12	+9	+6	+4	+2
10	+13	+10	+7	+5	+3
11	+14	+11	+7	+5	+3
12	+15	+12	+8	+6	+3
13	+16	+12	+8	+6	+4
14	+17	+13	+9	+6	+4
15	+18	+14	+9	+7	+4
16	+19	+15	+10	+7	+5
17	+20	+15	+10	+8	+5
18	+21	+16	+11	+8	+5
19	+22	+17	+11	+9	+6
20	+23	+18	+12	+9	+6

Barbarian- Class skills are: Athletics, Awareness, Drive, Handle Animal, Intimidate, Ride, Weaponscraft, and Wilderness Lore.

Bard- Class skills are: Act, Agility, Athletics, Awareness, Bluff, Common Knowledge, Concentration, Diplomacy, Finery, Language, Music, Pilot, Sense Motive, Sleight of Hand, Sneak, and Spellcraft.

Cleric- Class skills are: Building, Common Knowledge, Concentration, Diplomacy, Heal, Spellcraft, Supernatural Lore, and Weaponscraft. Domain Skills: Animal or Plant Domain adds Handle Animal and Wilderness Lore, Knowledge Domain adds Language, Travel Domain adds Drive, Pilot and Ride, and Trickery Domain adds Act, Bluff, and Sneak.

Druid- Class skills are: Alchemy, Athletics, Awareness, Concentration, Diplomacy, Handle Animal, Heal, Ride, Spellcraft, and Wilderness Lore.

Fighter- Class skills are: Athletics, Building, Drive, Handle Animal, Intimidate, Pilot, Ride, Warcraft, and Weaponscraft.

Monk- Class skills are: Agility, Athletics, Awareness, Concentration, Diplomacy, Supernatural Knowledge, Sense Motive, and Sneak.

Paladin- Class skills are: Common Knowledge, Concentration, Diplomacy, Handle Animal, Heal, Ride, Sense Motive, Warcraft, and Weaponscraft.

Ranger- Class skills are: Athletics, Awareness, Building, Concentration, Handle Animal, Heal, Ride, Search, Sneak, Warcraft, and Wilderness Lore.

Rogue- Class skills are: Act, Agility, Athletics, Awareness, Bluff, Common Knowledge, Diplomacy, Disable Device, Drive, Engineering, Finery, Intimidate, Music, Pilot, Search, Sense Motive, Sleight of Hand, and Sneak.

Sorcerer- Class skills are: Alchemy, Awareness, Diplomacy, Concentration, Spellcraft, Supernatural Lore.

Wizard- Class skills are: Alchemy, Common Knowledge, Concentration, Engineering, Language, Spellcraft, and Supernatural Lore.

Sadrik
 


This system works GREAT.

I'm using this, and generic classes in my WLD game I started running this month. I made the decision to give each of the generic classes 2 more skill points each, and allowed them to choose whatever skills they liked. The players like it, and it works really well. It also makes leveling up a LOT faster for rogueish types.
 


Tinker said:
I'd have maybe put alchemy in with Lore or Profession. Why is it on its own?

I must admit this is mostly personal preference. IMC, I allow the Alchemy skill to be used to brew potions, since Brew Potion has to be the least commonly taken item creation feat I have ever seen.
 

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