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<blockquote data-quote="Ouronos" data-source="post: 4464053" data-attributes="member: 76909"><p><strong>Non-Adventuring Skills</strong></p><p></p><p>Greetings...</p><p> </p><p>I was actually quite surprised when I noticed that base 4e rules didn't leave any room for 'non-adventuring skills'. In every campaign (pre-4e) that I had run or played in, non-adventuring skills not only gave characters more depth, but often came into play. (Heck, there have been some very memorable moments when 'non-adventuring' skills come into play in the middle of an adventure.)</p><p> </p><p>To tell the truth, I was very unimpressed with the new skills system as a whole. I never did like the concept of not having varying levels for skills (ie: skill points, or some similiar system).</p><p> </p><p>These two grips that I had with this system led me to make some modifications that, so far, seem to work quite well.</p><p> </p><p>I have moved back to a skill point system. (I have gone so far, in fact, as to modifiy some of the better auto-fill character sheets to utilize my skill system).</p><p> </p><p>My system is very much like the 3e system. You still pick which skills you are trained in (from the class lists given). Rather than giving you a stock bonus to the skill, however, being trained in a skill permits you spend more skill points in that skill (as well as utilize any 'trained only' aspects of that skill).</p><p> </p><p>Every character gains skill points based upon their primary and secondary attribute modifiers. Characters are assessed a primary attribute and two secondary attributes. Every level, each character gains skill points equal to [primary attribute modifier x2] plus the ability modifers of thier secondary skills. (Note: these are ability modifiers that are not adjusted by 1/2 character level).</p><p> </p><p>The maximum number of skill points a character may have in any trained skill is equal to 3 plus their current level. Untrained skills may have half this amount (rounded up). [For those that like the half-level formula, a character may have a number of ranks in an untrained skill equal to 2+halflevel].</p><p> </p><p>In this way, even characters at the same level with the same stats will be different based upon the way they spend their skill points.</p><p> </p><p>Add to this the fact that I have re-introduced the skill set of Craft, Profession, Performance and Knowledge, and character building becomes a little more complex, but much more individualized.</p><p> </p><p>I am, of course, interested in any comments or feedback.</p><p> </p><p>Thanks for hearing me out.</p><p> </p><p>Until that time...</p></blockquote><p></p>
[QUOTE="Ouronos, post: 4464053, member: 76909"] [b]Non-Adventuring Skills[/b] Greetings... I was actually quite surprised when I noticed that base 4e rules didn't leave any room for 'non-adventuring skills'. In every campaign (pre-4e) that I had run or played in, non-adventuring skills not only gave characters more depth, but often came into play. (Heck, there have been some very memorable moments when 'non-adventuring' skills come into play in the middle of an adventure.) To tell the truth, I was very unimpressed with the new skills system as a whole. I never did like the concept of not having varying levels for skills (ie: skill points, or some similiar system). These two grips that I had with this system led me to make some modifications that, so far, seem to work quite well. I have moved back to a skill point system. (I have gone so far, in fact, as to modifiy some of the better auto-fill character sheets to utilize my skill system). My system is very much like the 3e system. You still pick which skills you are trained in (from the class lists given). Rather than giving you a stock bonus to the skill, however, being trained in a skill permits you spend more skill points in that skill (as well as utilize any 'trained only' aspects of that skill). Every character gains skill points based upon their primary and secondary attribute modifiers. Characters are assessed a primary attribute and two secondary attributes. Every level, each character gains skill points equal to [primary attribute modifier x2] plus the ability modifers of thier secondary skills. (Note: these are ability modifiers that are not adjusted by 1/2 character level). The maximum number of skill points a character may have in any trained skill is equal to 3 plus their current level. Untrained skills may have half this amount (rounded up). [For those that like the half-level formula, a character may have a number of ranks in an untrained skill equal to 2+halflevel]. In this way, even characters at the same level with the same stats will be different based upon the way they spend their skill points. Add to this the fact that I have re-introduced the skill set of Craft, Profession, Performance and Knowledge, and character building becomes a little more complex, but much more individualized. I am, of course, interested in any comments or feedback. Thanks for hearing me out. Until that time... [/QUOTE]
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