Sammael
Adventurer
Due to some demand, I decided to create a new thread devoted to my skill system. I'll try to explain the rationale behind it (and believe me, a lot of thought and work was put it in), and why it works for me. As always, YMMV.
CAPSULE
In a nutshell, my system presents 28 separate, condensed skills, each with multiple uses in different situations. Every skill is equally important! Skills also serve to replace the Base Attack Bonus, along with Fortitude, Reflex, and Willpower saves.
Skills are not tied to particular abilities (which I will call "attributes" in the text).
Like before, each skill has a rating. Skill checks are the same as in regular d20: roll d20, add all skill modifiers, compare to DC.
REFERENCES
Although I do have the system laid out on my wiki, I am hesitant to post the links because they contain some stuff which is not OGL. For now, here are the old threads I used to discuss the system:
http://www.enworld.org/forum/d-d-3rd-edition-house-rules/229489-skills-revisited.html
http://www.enworld.org/forum/general-rpg-discussion/248394-help-me-rename-these-skills.html
NATURE OF THE SYSTEM
It is slightly more abstract (and, thus, more gamist, less simulationist; there, we got that out of the way) than the default 3.5 system, as it makes an assumption that one skill can cover sometimes vastly different applications.
The fact that BAB and the three saves are gone is likely shocking for some, but I personally find it very liberating. The system is fairly balanced, but DMs with players who are avid powergamers should probably impose additional restrictions (particularly if their campaigns are very combat-oriented).
Since skills are not tied to attributes, each time the skill check is made, the DM makes the call which attribute should be combined with the skill rating. This was lifted straight out of World of Darkness, although it bears mentioning that the original 3.0 DMG also suggested to sometimes use alternate prime abilities when making skill checks.
THE SKILLS
I made up 4 categories to make the skill list more manageable, but the categories themselves aren't really that important. Sometimes, other parts of the system will make a reference to something like "you gains a bonus to all Lore skills," but that's about it. The four categories are symmetrical. I like symmetry. I also like pie. Mmmm... pie...
The categories are as follows:
Adventuring Skills
Each character will start with a number of small (but ever so significant) inherent and competency bonuses.
Furthermore, your starting class provides you with a number of affiliated skills (e.g. the Fighter gains Athletics, Brawl, Crafting, Endurance, Healing, Intimidation, Marksmanship, Melee, Survival, and Warcraft as affiliated skills). At 1st level and every odd level thereafter, you can improve a number of affiliated skills equal to 6 + your Intelligence modifier by one rank.
You can gain additional affiliated skills through multiclassing (although you only gain one new affiliated skill from your new class, or two if you are human).
At 2nd level, and every even level thereafter, your base bonus increases by 1. The base bonus applies to all skills. This means that you cannot have a 20th level character who is absolutely incompetent in something; at the very least, he will have a +10 bonus - not much (at 20th level), but certainly better than nothing.
There are also several feats which grant additional skill afiliations and/or ranks.
BONUS TYPES
The number of bonus types in the game is severely limited. For skills, this means the following:
CAPSULE
In a nutshell, my system presents 28 separate, condensed skills, each with multiple uses in different situations. Every skill is equally important! Skills also serve to replace the Base Attack Bonus, along with Fortitude, Reflex, and Willpower saves.
Skills are not tied to particular abilities (which I will call "attributes" in the text).
Like before, each skill has a rating. Skill checks are the same as in regular d20: roll d20, add all skill modifiers, compare to DC.
REFERENCES
Although I do have the system laid out on my wiki, I am hesitant to post the links because they contain some stuff which is not OGL. For now, here are the old threads I used to discuss the system:
http://www.enworld.org/forum/d-d-3rd-edition-house-rules/229489-skills-revisited.html
http://www.enworld.org/forum/general-rpg-discussion/248394-help-me-rename-these-skills.html
NATURE OF THE SYSTEM
It is slightly more abstract (and, thus, more gamist, less simulationist; there, we got that out of the way) than the default 3.5 system, as it makes an assumption that one skill can cover sometimes vastly different applications.
The fact that BAB and the three saves are gone is likely shocking for some, but I personally find it very liberating. The system is fairly balanced, but DMs with players who are avid powergamers should probably impose additional restrictions (particularly if their campaigns are very combat-oriented).
Since skills are not tied to attributes, each time the skill check is made, the DM makes the call which attribute should be combined with the skill rating. This was lifted straight out of World of Darkness, although it bears mentioning that the original 3.0 DMG also suggested to sometimes use alternate prime abilities when making skill checks.
THE SKILLS
I made up 4 categories to make the skill list more manageable, but the categories themselves aren't really that important. Sometimes, other parts of the system will make a reference to something like "you gains a bonus to all Lore skills," but that's about it. The four categories are symmetrical. I like symmetry. I also like pie. Mmmm... pie...
The categories are as follows:
Adventuring Skills
- Crafting: ability to create, repair, and appraise items (excluding mechanical items)
- Deftness: hand-eye coordination, ability to manipulate fine objects
- Delving: ability to survive underground; knowledge of stones, minerals, dungeons, and their denizens
- Healing: ability to evaluate and treat injuries
- Perception: ability to notice things
- Survival: ability to survive in nature
- Tinkering: ability to create, repair, and dismantle mechanical items (including traps and locks)
- Arcana: knowledge of the inner workings of magic and magic creatures
- Earthlore: knowledge of the Material plane and its native fauna and flora
- Heraldry: knowledge of history, etiquette, and nobility
- Linguistics: knowledge of languages and writing
- Netherlore: knowledge of planes and exemplars (outsiders)
- Theology: knowledge of religion and associated traditions
- Warcraft: knowledge of war, tactics, and strategy
- Acrobatics: ability to balance, climb, evade, and tumble
- Athletics: ability to jump, run, swim, and ride
- Brawl: ability to use your natural weapons in combat to punch, kick, bite, and wrestle with opponents
- Endurance: ability to endure hardships and survive diseases and poisons
- Marksmanship: ability to use long-range weapons
- Melee: ability to use close-range weapons
- Stealth: ability to move around undetected
- Deception: ability to lie, cheat, swindle, and create disguises
- Expression: ability to express yourself (verbally, visually, by means of a music instrument)
- Insight: ability to read others and empathize
- Intimidation: ability to force others to do what you want
- Persuasion: ability to convince others to do what you want
- Resolve: ability to remain focused and shrug off mental attacks
- Streetwise: ability to survive in urban areas and figure out their workings
Each character will start with a number of small (but ever so significant) inherent and competency bonuses.
Furthermore, your starting class provides you with a number of affiliated skills (e.g. the Fighter gains Athletics, Brawl, Crafting, Endurance, Healing, Intimidation, Marksmanship, Melee, Survival, and Warcraft as affiliated skills). At 1st level and every odd level thereafter, you can improve a number of affiliated skills equal to 6 + your Intelligence modifier by one rank.
You can gain additional affiliated skills through multiclassing (although you only gain one new affiliated skill from your new class, or two if you are human).
At 2nd level, and every even level thereafter, your base bonus increases by 1. The base bonus applies to all skills. This means that you cannot have a 20th level character who is absolutely incompetent in something; at the very least, he will have a +10 bonus - not much (at 20th level), but certainly better than nothing.
There are also several feats which grant additional skill afiliations and/or ranks.
BONUS TYPES
The number of bonus types in the game is severely limited. For skills, this means the following:
- Base bonus (equal to level/2), built into every character
- Rating (equal to the number of ranks)
- Inherent bonus (hereditary)
- Competence bonus (stuff learned before becoming a player character)
- Equipment bonus (+1 for good equipment, or +2 for amazing equipment)
- Magic bonus (gained from a spell)
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