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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rethinking Skills and Ability Modifiers
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<blockquote data-quote="Tonguez" data-source="post: 1953263" data-attributes="member: 1125"><p>The homebrew system I was once working on (pre-3e) used a Skill system basically like this</p><p></p><p>The Skill resolution system set the Characters Aptitude at <em>Stat mod + skill</em>, there</p><p> were no defined 'skills' but players could define what their characters were good at and invest points (ranks) into it - so if Joe the Adventurer was good at bending bars he might decide to get 3 ranks in it so with Str 14 he would have an aptitude of 5 = 2 + 3 ranks) if he was a Sentry and good at <em>Noticing someone hidden</em> he could get ranks in that too. Now Joe might also be good at forcing doors open and so get ranks in that based on Str (rather than pick locks).</p><p></p><p>Anyway I could see the idea working 'but on the fly' skill checks might result in a bit of argument unless you use a fixed at use type rule (ie <em>from now on whenever you try and pull yourself from quicksand you will use a Str based Survival check - no switching to Dex at the next opportunity</em>)</p></blockquote><p></p>
[QUOTE="Tonguez, post: 1953263, member: 1125"] The homebrew system I was once working on (pre-3e) used a Skill system basically like this The Skill resolution system set the Characters Aptitude at [I]Stat mod + skill[/I], there were no defined 'skills' but players could define what their characters were good at and invest points (ranks) into it - so if Joe the Adventurer was good at bending bars he might decide to get 3 ranks in it so with Str 14 he would have an aptitude of 5 = 2 + 3 ranks) if he was a Sentry and good at [I]Noticing someone hidden[/I] he could get ranks in that too. Now Joe might also be good at forcing doors open and so get ranks in that based on Str (rather than pick locks). Anyway I could see the idea working 'but on the fly' skill checks might result in a bit of argument unless you use a fixed at use type rule (ie [I]from now on whenever you try and pull yourself from quicksand you will use a Str based Survival check - no switching to Dex at the next opportunity[/I]) [/QUOTE]
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Rethinking Skills and Ability Modifiers
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