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General Tabletop Discussion
*Dungeons & Dragons
New Stat Generation Method (From a Dream I Had)
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<blockquote data-quote="Esker" data-source="post: 7887752" data-attributes="member: 6966824"><p>[USER=6801299]@Horwath[/USER], one of these days I'll post the revised skill system I've been working on. It dovetails with a modified ASI system as well. </p><p></p><p>The basic idea is there are two hierarchical levels of skills; you pick a certain number of "broad" proficiencies and a certain number of "specialties" within those categories (for example you can be proficient "Rhetoric", specializing in Persuasion, Deception or Coercion. Alternatively you can be proficient in "Performance", which includes a "pretense" specialization that serves as a less verbal form of deception. </p><p></p><p>Also, each skill use is based on two ability scores instead of one: Both rhetoric(deception) and performance(pretense) use CHA, but deception also uses INT whereas pretense also uses WIS. And the proficiency/expertise bonus is replaced by multipliers on your ability score bonuses (not proficient uses the average of your two modifiers; full proficiency uses the sum; half proficiency is the higher of the two modifiers plus half the lower; etc.). </p><p></p><p>Then, you get points to spend either on ability scores or increasing your skill multipliers at every even character level (and the prices rise with each successive increment, as in the statgen methods I just posted, such that it's pretty cheap to raise low stats). The goal is to create more variety in skill profiles (instead of clerics all picking WIS skills, wizards all picking INT skills, etc.), more gradation in proficiency, consolidate proficiencies for some of the less common checks, and break up some of the overpowered skills (like stealth and perception).</p></blockquote><p></p>
[QUOTE="Esker, post: 7887752, member: 6966824"] [USER=6801299]@Horwath[/USER], one of these days I'll post the revised skill system I've been working on. It dovetails with a modified ASI system as well. The basic idea is there are two hierarchical levels of skills; you pick a certain number of "broad" proficiencies and a certain number of "specialties" within those categories (for example you can be proficient "Rhetoric", specializing in Persuasion, Deception or Coercion. Alternatively you can be proficient in "Performance", which includes a "pretense" specialization that serves as a less verbal form of deception. Also, each skill use is based on two ability scores instead of one: Both rhetoric(deception) and performance(pretense) use CHA, but deception also uses INT whereas pretense also uses WIS. And the proficiency/expertise bonus is replaced by multipliers on your ability score bonuses (not proficient uses the average of your two modifiers; full proficiency uses the sum; half proficiency is the higher of the two modifiers plus half the lower; etc.). Then, you get points to spend either on ability scores or increasing your skill multipliers at every even character level (and the prices rise with each successive increment, as in the statgen methods I just posted, such that it's pretty cheap to raise low stats). The goal is to create more variety in skill profiles (instead of clerics all picking WIS skills, wizards all picking INT skills, etc.), more gradation in proficiency, consolidate proficiencies for some of the less common checks, and break up some of the overpowered skills (like stealth and perception). [/QUOTE]
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