Skill List Revamp

Helmi

First Post
Don't know if it's a trend anymore, as it seemed to be some time ago, but I still find creative simplifications of the d20 system interesting. Most of all I'm dissatisfied with how the current skill list works in my campaigns, so here's my draft on how I'm going to change it. It's based on the popular idea of combining related skills, as well as dropping skills we seldom use, and changing how some of the skills work. It's also meant to make the skill system quite easy to grasp even for inexperienced players. The revamped list isn't really ready yet, and probably has balance flaws, as well as errors and typos. It obviously also needs other rule changes, such as modified skill points per level and modified class skills. Still, I think it might work well. Opinions?

I've also made a quite extensive list of different craft skills with sample dc:s, that I might post later.

And by the way, I'm a new poster here so hello everybody! :)

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[size=+1]Skills List[/size]

This list lists the new skills along with short descriptions, and sample tasks with difficulties. Many of the sample tasks are directly or indirectly borrowed from the Player's Handbook. Many of the skill chages are borrowed from posts on these and other house rules boards.

Acrobatics (Dex)
The ability to perform tasks with your body requiring agility, swiftness and coordination. Replaces Balance, Tumble and Escape Artist. Armor check penalty applies.

10: Balance a sloped or uneven floor
15: Walk a narrow ledge.
15: Land softly (as if 10 ft shorter fall)
15: Tumble through threatened squares.
20: Escape a net.
20: Squeeze through a tight space.
25: Escape being tied up (one try).
25: Walk a tightrope.
25: Tumble through occupied squares.
30: Escape manacles (one try).
30: Squeeze through a very tight space.
30: Quickly stand up from prone.
+5: Accelerated movement while balancing.

Acting (Cha)
The ability to trick or deceive people, or intelligent creatures, either by convincing them of what they otherwise might not believe, or pretending to be someone you aren’t, or anything similar. Includes the ability to seduce. Replaces Bluff and Disguise.

15: Convince someone of something a bit suspicious.
15: Keep someone distracted with conversation.
15: Divert someone in order to hide.
20: Convince someone of something suspicious.
20: Seduce someone of your race and opposited sex.
25: Convince someone of something very suspicious.
+5: Target has wisdom or intelligence 15 or higher.
+5: Target is at guard.
+5: Target is hostile to you.

Arcana (Int)
The ability to perform most magic related tasks, except for spellcasting in itself. May be used to recognize magic and the powers of magic items, research new spells, and so on. Replaces Knowledge: Arcana, Spellcraft and Use Magic Device.

15: Recognize a spell being cast.*
15: Learn a deciphered spell (takes at least a day/lvl).*
20: Decipher a spell from a scroll without read magic.*
20: Identify a spell in effect.*
20: Identify a potion.
25: Recognize the powers of a basic magic item.
25: Activate a magic item blindly.
25: Research a magic item (takes several days).
30: Recognize a unique magical phenomenon.
* Add level of spell to difficulty.

Athletics (Str)
The ability to perform physical activities requiring strength and stamina, excluding combat. Replaces Climb, Jump and Swim. Armor check penalty applies, double for swimming. While climbing/swimming in stormy water make a check each round.

10: Climb a ledged wall or rope.
10: Jump one third your speed in length.
15: Climb a tree.
20: Swim in stormy water.
20: Climb a rough wall.
20: Jump half your speed in length.
20: Break down wooden door (one try).
25: Climb a brick wall.
25: Jump half your height upwards.
30: Burst a chain, bend iron bars (one try).
30: Break down iron door (one try).
+5: Accelerated climbing.

Awareness (Wis)
The ability to notice phenomena in your surroundings, either passively, or by actively looking for something. Replaces Spot, Listen and Search.

10: Catch a conversation behind a door.
15: Notice someone hiding/sneaking quite well.
20: Find a simple trap or secret door.
20: Notice someone hiding/sneaking well.
20: Hunch moving invisibility within 30 ft.
20: Notice a surprise attack.
25: Notice someone hiding/sneaking very well.
25: Notice a magic trap (add spell lvl to difficulty).
30: Find a well hidden door, lever or similar.
+5: If distracted, e.g. talking or in combat.
+5: If creature sneaking is at least 50 ft away, etc.

Handle Animal (Dex, Wis)
The ability to communicate with, control and teach animals, as well as ride on them if they are suited for it. Replaces Ride and Handle Animal.

10: Command a trained animal.
10: Fight with combat mount.
15: Cover behind mount.
15: Leap with mount.
15: Rear a wild animal. Add hit die to difficulty.
15: Train an animal for labour or riding.
20: Train an animal for guarding, hunting, combat etc.
20: Control untrained mount in battle.
20: Fast mount or dismount.
25: “Push” an animal.
+5: Riding checks with unfamiliar mount type.

Intimidation (Cha)
The ability to scare people and make them do things against their will. Intimidation only works on intelligent creatures of lower hd than yours. Replaces Intimidate.

10: Intimidate creature outside of combat.*
10: Shake opponents in combat.*
15: Intimidate opponents in combat.*
15: Frighten opponents in combat.*
20: Panic opponents in combat.*
+5: If opponents are five or more.
* Add creatures’ hd and will save to difficulty.

Legerdemain (Dex)
The ability to apply sleight of hand, doing quick maneuvers with your hands. Also the ability to open locks with appropriate equipment. Replaces Sleight of Hand, Pick Pocket and Open Lock.

10: Palm small object/do basic trick.
15: Feint in combat (add enemy’s bab to difficulty).
20: Quickly hide small object/weapon on body.
20: Pickpocket unaware person.
20: Pick simple lock.
25: Steal sheathed weapon.
25: Pick average lock.
25: Pickpocket person on guard, while sneaking.
30: Pick good lock.

Lore (Int)
The ability to remember important lore you’ve learned at the right moment. The lore might for example be from the fields of geography, history and religion, but not arcana or nature or anything explicitly covered by a craft. Replaces Knowledge: Geography, Knowledge: History and Knowledge: Religion.

15: Know creature abilities (add creature’s hd).
15: Know answer to quite easy question.
20: Know answer to moderate question.
25: Know answer to tough question.
30: Know answer to very tough question.

Persuasion (Cha)
The ability to reach agreements with people, or intelligent creatures, after reasonable negotiation. Doesn’t include more than very basic trading. Replaces Diplomacy.

05: Reach an unfavourable agreement.
10: Reach an even agreement.
20: Reach a good agreement.
25: Reach a very good agreement.
+5: Target has wisdom or intelligence 15 or higher.
+5: Target is at guard.
+5: Target is hostile to you.

Stealth (Dex)
The ability to hide and remain unnoticed, or sneak around without getting caught. Replaces Hide and Move Silently. Armor check penalty applies. Cover or concealment is necessary. Make check each round when sneaking.

15: Hide/sneak quite well (like a leopard).
20: Hide/sneak well (like a cat).
25: Hide/sneak very well (like an owl).
–5: Hide with very good cover.
+5: Sneak while moving at full speed.
+5: Sneak over noisy ground/floor.
+10: Hide after diverting observers with acting skill.
+10: Sneak without cover/concealment (1 ft per rank).

Survival (Int)
The ability to get along in the wilderness, including among other things avoiding hazards, tracking, hunting. Also includes nature lore. Replaces Knowledge: Nature, Survival and Use Rope.

10: Easy tracking.
15: Avoid getting lost in difficult terrain.
15: Detect dangerous terrain (bogs, landslides etc.).
15: Predict weather for one day (+5 per day).
15: Normal tracking (+5 or more if more difficult).
15: Cover from severe weather.
20: Cover a group from severe weather.
20: Halve movement rate penalty in difficult terrain.
20: Avoid getting lost while dark or foggy.
20: Light a fire in difficult conditions.
20: Find game while hunting (check each hour).
25: Find game in difficult terrain (desert, arctic).
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for my taste, there are too few of them and they jump around too much in terms of breadth. Why would I ever want Persuasion (which deos one thing) when I can take ranks in Legeredmain, Athletics, or Awareness (which all do 3 things). Currently, for the most part, each skill is responsible for a single verb. The exceptions are generally the subskill ones (craft, knowledge, etc).

DC
 

I prefer the skill list implied by the Exalted game -- e.g. Larcney is not just how to pick a lock or pocket, but how to hang with criminals, get criminal underworld contacts, etc. Seems to be more of an Archtype measure than a pure skill measure. Thus, it's more role and story oriented than puzzle oriented.

So, Athletics might get you Climb, Jump and Swim, and also a muscle-based Intimidate (useful in limited circumstances, but still useful).

-- N
 

where as I prefer a system where you can learn to pick a lock without being a member of the mob. rolling them all together just bugs me.

And I don't buy the idea of "muscle based" intimidate. It is always charisma based, in my opinion.

DC
 

DreamChaser said:
Why would I ever want Persuasion (which deos one thing) when I can take ranks in Legeredmain, Athletics, or Awareness (which all do 3 things).
Well, neither Legerdemain, Athletics nor Awareness will help you while in a tricky conversation. I believe these four skills are about equal in usefulness. You can't say that about Diplomacy and Swim in an ordinary campaign.
 

Helmi said:
Well, neither Legerdemain, Athletics nor Awareness will help you while in a tricky conversation. I believe these four skills are about equal in usefulness. You can't say that about Diplomacy and Swim in an ordinary campaign.

you're right. in an ordinary, iconic campaign, persuasion and diplomacy will rarely, if ever, come up. on the other hand, Awareness will come up about 30 times each hour in a given session.

My players make more spot, listen, and search checks than any other skill check, hands down. The same is true when I play. I don't think combining the most used skills together is the way I would choose to go.

DC
 

I agree that a better balanced skill system would be nice for DnD, and I think you have some good ideas there. But I also think the list needs to be bigger, and some of the skills you rolled together could be changed around.
 

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