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General Tabletop Discussion
*Dungeons & Dragons
Revised Proficiency Bonus House-Rule: Suggestions? (+)
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<blockquote data-quote="Jahydin" data-source="post: 9393492" data-attributes="member: 6984869"><p>Pretty cool!</p><p></p><p>For me, I couldn't stand how random Skill Checks were, so came up with this cool little system.</p><h3><strong>2d10 for Ability Checks:</strong></h3><p>Use 2d10 in place of d20 for Ability Checks.</p><h3><strong>Skills all characters should know:</strong></h3><p>At character generation, a player may select three skills to be trained in:</p><p></p><table style='width: 100%'><tr><td>Acrobatics</td><td>Investigation</td></tr><tr><td>Athletics</td><td>Insight</td></tr><tr><td>Endurance</td><td>Perception</td></tr></table><p>These represent skills that all adventurers could be familiar with.</p><p></p><p><em>Note: Constitution(Endurance) is a new skill that is rolled when testing a character’s physical limits, such as a long forced march or ignoring the cold while traveling through a snow storm. Anytime Athletics is offered as a choice, so too is Endurance.</em></p><p><em></em></p><p><em>Note2: If skill chosen is available to the class/race, then character is now proficient in that skill!</em></p><p></p><h3><strong>Trained Skills:</strong></h3><p>In D&D 5e, all players have a chance to make skill checks. Although the 2D10 rule helps make things a little less random, I still wanted those trained or familiar in the skill to matter, as well as cut down on group die rolling (I feel that stalls the game). Thus, the following rule was born:</p><p></p><p><strong>In addition to the skill proficiencies characters select as normal, characters are also considered “trained” in all skills available to them via class or race. All other skills are considered “untrained”.</strong></p><p></p><p>Checks are made accordingly:</p><p></p><table style='width: 100%'><tr><td>Untrained:</td><td>d10 + Ability Mod</td></tr><tr><td>Trained:</td><td>2d10 + Ability Mod</td></tr><tr><td>Proficient:</td><td>2d10 + Ability Mod + Proficiency Bonus</td></tr></table><p></p><p></p><p>This means if you’re untrained, it’s probably not worth trying!</p><p></p><p><em>Note: Being proficient is considered being trained for other rule considerations.</em></p><p></p><p> <em>Note2: Bards get to choose 11 skills to be trained in.</em></p><h3><strong>2d10 for Ability Checks:</strong></h3><p>DCs for checks:</p><p></p><table style='width: 100%'><tr><td> <ul> <li data-xf-list-type="ul"><strong>Very Easy</strong></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><strong>Easy</strong></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><strong>Average</strong></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><strong>Hard</strong></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><strong>Very Hard</strong></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><strong>Impossible</strong></li> </ul> </td><td> <ul> <li data-xf-list-type="ul"><strong>Miracle</strong></li> </ul> </td></tr><tr><td> <ul> <li data-xf-list-type="ul">9</li> </ul> </td><td> <ul> <li data-xf-list-type="ul">12</li> </ul> </td><td> <ul> <li data-xf-list-type="ul">15</li> </ul> </td><td> <ul> <li data-xf-list-type="ul">18</li> </ul> </td><td> <ul> <li data-xf-list-type="ul">21</li> </ul> </td><td> <ul> <li data-xf-list-type="ul">25</li> </ul> </td><td> <ul> <li data-xf-list-type="ul">30</li> </ul> </td></tr></table><p></p><p>This change makes it so everyone with a little skill has a shot making easy checks, but only those skilled or naturally talented can consistently make higher checks.</p><p></p><p><em>Note: Advantage is 3d10, drop lowest! Disadvantage is 3d10 drop the highest!</em></p><p></p><h3><strong>Group Skill Checks</strong></h3><p>To make group checks as fast as possible, one roll will be made! One player makes the check as normal, but for every other player that is helping and that is trained, he <strong>adds</strong> d10 to his dice pool. When the roll is made, he keeps only the two highest results.</p><p></p><p>There may be times when those who are untrained with disadvantage MUST participate, such as a fighter in heavy armor for party stealth check. In those cases, that person would <strong>subtract</strong> a d10 from the dice pool! Most of the time though, those who are unskilled simply can not participate.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9393492, member: 6984869"] Pretty cool! For me, I couldn't stand how random Skill Checks were, so came up with this cool little system. [HEADING=2][B]2d10 for Ability Checks:[/B][/HEADING] Use 2d10 in place of d20 for Ability Checks. [HEADING=2][B]Skills all characters should know:[/B][/HEADING] At character generation, a player may select three skills to be trained in: [TABLE] [TR] [TD]Acrobatics[/TD] [TD]Investigation[/TD] [/TR] [TR] [TD]Athletics[/TD] [TD]Insight[/TD] [/TR] [TR] [TD]Endurance[/TD] [TD]Perception[/TD] [/TR] [/TABLE] These represent skills that all adventurers could be familiar with. [I]Note: Constitution(Endurance) is a new skill that is rolled when testing a character’s physical limits, such as a long forced march or ignoring the cold while traveling through a snow storm. Anytime Athletics is offered as a choice, so too is Endurance. Note2: If skill chosen is available to the class/race, then character is now proficient in that skill![/I] [HEADING=2][B]Trained Skills:[/B][/HEADING] In D&D 5e, all players have a chance to make skill checks. Although the 2D10 rule helps make things a little less random, I still wanted those trained or familiar in the skill to matter, as well as cut down on group die rolling (I feel that stalls the game). Thus, the following rule was born: [B]In addition to the skill proficiencies characters select as normal, characters are also considered “trained” in all skills available to them via class or race. All other skills are considered “untrained”.[/B] Checks are made accordingly: [TABLE] [TR] [TD]Untrained:[/TD] [TD]d10 + Ability Mod[/TD] [/TR] [TR] [TD]Trained:[/TD] [TD]2d10 + Ability Mod[/TD] [/TR] [TR] [TD]Proficient:[/TD] [TD]2d10 + Ability Mod + Proficiency Bonus[/TD] [/TR] [/TABLE] This means if you’re untrained, it’s probably not worth trying! [I]Note: Being proficient is considered being trained for other rule considerations.[/I] [I]Note2: Bards get to choose 11 skills to be trained in.[/I] [HEADING=2][B]2d10 for Ability Checks:[/B][/HEADING] DCs for checks: [TABLE] [TR] [TD][LIST] [*][B]Very Easy[/B] [/LIST][/TD] [TD][LIST] [*][B]Easy[/B] [/LIST][/TD] [TD][LIST] [*][B]Average[/B] [/LIST][/TD] [TD][LIST] [*][B]Hard[/B] [/LIST][/TD] [TD][LIST] [*][B]Very Hard[/B] [/LIST][/TD] [TD][LIST] [*][B]Impossible[/B] [/LIST][/TD] [TD][LIST] [*][B]Miracle[/B] [/LIST][/TD] [/TR] [TR] [TD][LIST] [*]9 [/LIST][/TD] [TD][LIST] [*]12 [/LIST][/TD] [TD][LIST] [*]15 [/LIST][/TD] [TD][LIST] [*]18 [/LIST][/TD] [TD][LIST] [*]21 [/LIST][/TD] [TD][LIST] [*]25 [/LIST][/TD] [TD][LIST] [*]30 [/LIST][/TD] [/TR] [/TABLE] This change makes it so everyone with a little skill has a shot making easy checks, but only those skilled or naturally talented can consistently make higher checks. [I]Note: Advantage is 3d10, drop lowest! Disadvantage is 3d10 drop the highest![/I] [HEADING=2][B]Group Skill Checks[/B][/HEADING] To make group checks as fast as possible, one roll will be made! One player makes the check as normal, but for every other player that is helping and that is trained, he [B]adds[/B] d10 to his dice pool. When the roll is made, he keeps only the two highest results. There may be times when those who are untrained with disadvantage MUST participate, such as a fighter in heavy armor for party stealth check. In those cases, that person would [B]subtract[/B] a d10 from the dice pool! Most of the time though, those who are unskilled simply can not participate. [/QUOTE]
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