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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New WotC Article - The Role of Skills
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="KesselZero" data-source="post: 5839856" data-attributes="member: 6689976"><p>The way I envision it, having skill effect rolls would make levels of mastery more or less unnecessary, or at least baked in. I've always been a little wary of putting hard caps on when someone simply can't even attempt to do something. Obviously in some examples given, like speaking Illithid, I agree, but in many cases I'd like to see a less-trained PC at least be able to make an attempt-- think, for example, of a young musician who writes a classic song without any formal training. In addition, in skill checks, I'm much less interested in a roll for "are you successful or not," and much more interested in determining degrees of success.</p><p></p><p>So we'd have a system where the levels of mastery are set: DC 8 Simple, DC 13 Difficult, DC 20 Incredible, DC 25 Legendary (or something like that). Then we'd have a much flatter progression of skill ranks, maybe maxing out at +12 for a Grand Master type character, with each higher rank taking more skill points to achieve so you can't just blast through the levels (and to encourage stretching out to new skills). Finally, each skill rank or two gives new effect dice, from +0/d4 to +12/2d12 or something like that.</p><p></p><p>The "tier" effect is maintained in that a top-ranked PC wouldn't have to roll for Simple or Difficult tasks, could perform Incredible tasks somewhat reliably, and could achieve Legendary tasks a decent amount of the time. (Obviously all these exact numbers would be tweaked.) Meanwhile, a non-master PC would still have an incentive to at least attempt checks for most of these tasks.</p><p></p><p>Regarding effect dice, then, it would have two effects. One, a high-ranked PC could get jobs done much quicker. For example, I could write a chorale but it would require sitting down with all my old music theory books from college (bonus from tool use!) and really thinking about everything, whereas Mozart could poop that stuff out in his sleep. Second, it would be a way to differentiate quick tasks from long-term ones (as in many of [MENTION=1122]Frostmarrow[/MENTION]'s examples) so a complex lock could be represented as either DC 15, 2 HP (a skilled rogue could pop it quickly but an unskilled rogue might not be able to open it at all) OR as DC 8, 12 HP (a skilled rogue could still open it easily, and an unskilled rogue could open it eventually, but it would take longer). This gives the DM more tools to use for adventure design based on how he wants to simulate a part of the world and what in-game effect he wants to have (a door that probably can't be opened without getting the captain's key versus a door that can be opened but with a high chance of getting wandering monsters while you do). A more complex system, most definitely, but with the benefit of more flexibility for the DM and more usefulness for less-skilled players.</p><p></p><p>As a side note, I do agree with a basic trained/untrained split, and in this fledgling system, if you had any ranks you would count as trained. So even a +1 in Speak High Illithid would let you attempt to convince your new overlords not to eat your brains, though it wouldn't be very fluent speech. A +0 would be the only case in which you couldn't make an attempt at all, and that would only be for special skills like languages, Rocket Science, etc. Anybody could make an Athletics check.</p><p></p><p>Whew!</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5839856, member: 6689976"] The way I envision it, having skill effect rolls would make levels of mastery more or less unnecessary, or at least baked in. I've always been a little wary of putting hard caps on when someone simply can't even attempt to do something. Obviously in some examples given, like speaking Illithid, I agree, but in many cases I'd like to see a less-trained PC at least be able to make an attempt-- think, for example, of a young musician who writes a classic song without any formal training. In addition, in skill checks, I'm much less interested in a roll for "are you successful or not," and much more interested in determining degrees of success. So we'd have a system where the levels of mastery are set: DC 8 Simple, DC 13 Difficult, DC 20 Incredible, DC 25 Legendary (or something like that). Then we'd have a much flatter progression of skill ranks, maybe maxing out at +12 for a Grand Master type character, with each higher rank taking more skill points to achieve so you can't just blast through the levels (and to encourage stretching out to new skills). Finally, each skill rank or two gives new effect dice, from +0/d4 to +12/2d12 or something like that. The "tier" effect is maintained in that a top-ranked PC wouldn't have to roll for Simple or Difficult tasks, could perform Incredible tasks somewhat reliably, and could achieve Legendary tasks a decent amount of the time. (Obviously all these exact numbers would be tweaked.) Meanwhile, a non-master PC would still have an incentive to at least attempt checks for most of these tasks. Regarding effect dice, then, it would have two effects. One, a high-ranked PC could get jobs done much quicker. For example, I could write a chorale but it would require sitting down with all my old music theory books from college (bonus from tool use!) and really thinking about everything, whereas Mozart could poop that stuff out in his sleep. Second, it would be a way to differentiate quick tasks from long-term ones (as in many of [MENTION=1122]Frostmarrow[/MENTION]'s examples) so a complex lock could be represented as either DC 15, 2 HP (a skilled rogue could pop it quickly but an unskilled rogue might not be able to open it at all) OR as DC 8, 12 HP (a skilled rogue could still open it easily, and an unskilled rogue could open it eventually, but it would take longer). This gives the DM more tools to use for adventure design based on how he wants to simulate a part of the world and what in-game effect he wants to have (a door that probably can't be opened without getting the captain's key versus a door that can be opened but with a high chance of getting wandering monsters while you do). A more complex system, most definitely, but with the benefit of more flexibility for the DM and more usefulness for less-skilled players. As a side note, I do agree with a basic trained/untrained split, and in this fledgling system, if you had any ranks you would count as trained. So even a +1 in Speak High Illithid would let you attempt to convince your new overlords not to eat your brains, though it wouldn't be very fluent speech. A +0 would be the only case in which you couldn't make an attempt at all, and that would only be for special skills like languages, Rocket Science, etc. Anybody could make an Athletics check. Whew! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New WotC Article - The Role of Skills
Top