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General Tabletop Discussion
*Dungeons & Dragons
,Q&A: New Skill system, Skill dice, and profiencies (May 2)
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<blockquote data-quote="thedroid" data-source="post: 6127842" data-attributes="member: 6740126"><p>How about this for a "no skills" skill system: </p><p></p><p>Associate each potential skill or action with an ability. The player gets to add the character's ability bonus to any attempt to use that skill. So an attempt to persuade gets a bonus for high Charisma. </p><p></p><p>Each character class has a predetermined "primary" ability. For skills associated with it, the character gets a 2/level bonus. So if a Bard's primary ability is Charisma, he gets a 2/level bonus to his attempts to persuade in addition to any ability bonuses. </p><p></p><p>Let each player choose two secondary abilities for his character. For skills associated with those, the character gets a 3/level bonus. So if my fighter has Charisma as a secondary ability, he adds his Charisma bonus and a 3/level bonus to persuade attempts. </p><p></p><p>For skills associated with one of the remaining three attributes, that character doesn't improve in those skills. So my thief who didn't choose Charisma as a secondary ability will never get any better at persuading people, but he will always get his Charisma bonus if he has one. </p><p></p><p>So basically you get a set of skills assigned to each class, and then a choice of two more skill sets that you will improve in -- but not as quickly as you improve in the skill set belonging to your class. </p><p></p><p>Some can opt for a full skill system if they want total customization: I want my thief to be skilled in Persuasion, but I don't want him to have other Charisma skills, like Performing or Leadership.</p></blockquote><p></p>
[QUOTE="thedroid, post: 6127842, member: 6740126"] How about this for a "no skills" skill system: Associate each potential skill or action with an ability. The player gets to add the character's ability bonus to any attempt to use that skill. So an attempt to persuade gets a bonus for high Charisma. Each character class has a predetermined "primary" ability. For skills associated with it, the character gets a 2/level bonus. So if a Bard's primary ability is Charisma, he gets a 2/level bonus to his attempts to persuade in addition to any ability bonuses. Let each player choose two secondary abilities for his character. For skills associated with those, the character gets a 3/level bonus. So if my fighter has Charisma as a secondary ability, he adds his Charisma bonus and a 3/level bonus to persuade attempts. For skills associated with one of the remaining three attributes, that character doesn't improve in those skills. So my thief who didn't choose Charisma as a secondary ability will never get any better at persuading people, but he will always get his Charisma bonus if he has one. So basically you get a set of skills assigned to each class, and then a choice of two more skill sets that you will improve in -- but not as quickly as you improve in the skill set belonging to your class. Some can opt for a full skill system if they want total customization: I want my thief to be skilled in Persuasion, but I don't want him to have other Charisma skills, like Performing or Leadership. [/QUOTE]
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,Q&A: New Skill system, Skill dice, and profiencies (May 2)
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