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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rules for improve-by-doing 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="Li Shenron" data-source="post: 6096896" data-attributes="member: 1465"><p>Yes I had this scenario in mind already, but it could be handled exactly like you say: the challenge has to be meaningful.</p><p></p><p>I don't know yet the solution, otherwise I would not have needed to start this thread! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> But I do have something on my mind...</p><p></p><p>For instance, the system could be so that "easy" tasks would never increase your skill, thus making it pointless to spend time with them, unless you're actually interested in the outcome of using the skill i.e. you want the lock open because you need to get past the door / get the object in the box. Impossible tasks also would not improve your skill, so you would need to find "hard" tasks for the purpose of raising your score.</p><p></p><p>Just as a mental exercise... There might be a few categories of tasks, for example:</p><p></p><p>- "Trivial" tasks, automatically succeed without a roll, no chance of skill improvement</p><p>- "Easy" tasks, there's a chance of failure/success, but no chance of skill improvement</p><p>- "Hard" tasks, there's a change of failure/success, and a chance of skill improvement</p><p>- "Improssible" tasks, automatically fail without a roll, no chance of skill improvement</p><p></p><p>There can be a simple formula to determine which category does a task fall into, depending on your skill bonus and the task absolute DC. For example:</p><p></p><p>skill bonus > DC-2 : Trivial (in fact you succeed on a roll of 1)</p><p>DC-15 < skill bonus <= DC-2 : Easy (success rates varies from 35% to 95%)</p><p>DC-20 <= skill bonus <= DC-15 : Hard (you succeed on a roll of 15+, 30% or smaller chance)</p><p>skill bonus < DC-20 : Impossible (in fact you fail on a roll of 20)</p><p></p><p>As a first attempt, you may rule that the chance of improvement is identical to the chance of success (but is there in the first place only for "Hard" tasks).</p><p></p><p>This example should make it a waste of time to go around picking every lock in town or climbing every tree, unless you find one that is really challenging. If it's not enough, you can also declare that a similar lock or tree won't grant you the improvement twice (so even if you're in a forest with hard trees or a city with tough locks, you won't improve more than +1).</p><p></p><p>Or as an alternative, you can narrow the "window" for Hard tasks, e.g. make it so that it <em>has</em> to be a task with DC = skill bonus + 20, i.e. you succeed only on a roll of 20. This means, if you succeed then your skill bonus improves by 1, but immediately the same task ceases to be Hard for this purpose! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>And that's also something I had in mind. It's a good idea, but won't work for <em>every</em> skill, because skills such as Knowledge, Profession and more, just don't have penalties for failure except in a broad sense.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6096896, member: 1465"] Yes I had this scenario in mind already, but it could be handled exactly like you say: the challenge has to be meaningful. I don't know yet the solution, otherwise I would not have needed to start this thread! :D But I do have something on my mind... For instance, the system could be so that "easy" tasks would never increase your skill, thus making it pointless to spend time with them, unless you're actually interested in the outcome of using the skill i.e. you want the lock open because you need to get past the door / get the object in the box. Impossible tasks also would not improve your skill, so you would need to find "hard" tasks for the purpose of raising your score. Just as a mental exercise... There might be a few categories of tasks, for example: - "Trivial" tasks, automatically succeed without a roll, no chance of skill improvement - "Easy" tasks, there's a chance of failure/success, but no chance of skill improvement - "Hard" tasks, there's a change of failure/success, and a chance of skill improvement - "Improssible" tasks, automatically fail without a roll, no chance of skill improvement There can be a simple formula to determine which category does a task fall into, depending on your skill bonus and the task absolute DC. For example: skill bonus > DC-2 : Trivial (in fact you succeed on a roll of 1) DC-15 < skill bonus <= DC-2 : Easy (success rates varies from 35% to 95%) DC-20 <= skill bonus <= DC-15 : Hard (you succeed on a roll of 15+, 30% or smaller chance) skill bonus < DC-20 : Impossible (in fact you fail on a roll of 20) As a first attempt, you may rule that the chance of improvement is identical to the chance of success (but is there in the first place only for "Hard" tasks). This example should make it a waste of time to go around picking every lock in town or climbing every tree, unless you find one that is really challenging. If it's not enough, you can also declare that a similar lock or tree won't grant you the improvement twice (so even if you're in a forest with hard trees or a city with tough locks, you won't improve more than +1). Or as an alternative, you can narrow the "window" for Hard tasks, e.g. make it so that it [I]has[/I] to be a task with DC = skill bonus + 20, i.e. you succeed only on a roll of 20. This means, if you succeed then your skill bonus improves by 1, but immediately the same task ceases to be Hard for this purpose! ;) And that's also something I had in mind. It's a good idea, but won't work for [I]every[/I] skill, because skills such as Knowledge, Profession and more, just don't have penalties for failure except in a broad sense. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rules for improve-by-doing skills
Top