Graethynne
First Post
Hello and thanks for looking at my thoughts. I am a big 4e fan, but one item that I was a little disappointed in was the lack of "something special" available to a character trained in a skill as opposed to one who wasn't. The exceptions in the PHB are Arcana and Acrobatics. So I took my inspiration from there and ran with it. Hence this thread. First a couple of quick points –
1) this is not an effort to “fix” skills. I don’t think they are fundamentally “too weak” or something along those lines. Nor am I trying to make the skill training feasts “as good as” the various multi-classing feats. I will let someone else fight that battle if it is necessary. I simply want to make training in a skill more interesting and differentiate between a character who trains in a skill and a character who doesn’t but has an ability mod 5 points higher (mostly identical in the rules as written).
2) I have a working understanding of 4e math. Meaning, I know that the +5 bonus from training in a skill is relevant all the way through level 30.
3) This is only the first beta version (alpha was purely in my head). Feel free to point out problems, that is why I am posting this, but lets just assume if I did something really stupid, the really stupid part will be obvious simply by your kind and gentle comment.
4) Suggestions are welcome. For example, I had a little trouble coming up with a “special effect” for training in insight.
5) Please feel free to use these ideas in your game and let me know how they turn out.
6) If you don’t like the idea of complicating the skill system at all, that’s fine, but probably not too useful in evaluating this set of tweaks.
7) Appraise – there are two (intended to be mutually exclusive) options for appraisal rolls. The one I like better is that in order to appraise something you need to be trained in the most relevant skill (e.g. Nature for valuing horses etc). The trouble is that with the truncated 4e skill list many things (like for example gemstones or fine weapons) don’t appear to have a most relevant skill. Hence the other option – training in perception allows you to appraise. Comments are even more welcome here.
8) Again thanks for looking and for your comments. This is my first EN post ever (though I have been lurking for a while), so be gentle.
Skill tweaks
Varies (Appraisal) In order to appraise anything you must be trained in the most relevant skill
-- Arcana for mystical objects
-- Nature for horseflesh or foodstuffs
-- Religious art objects
Tracking DCs are always +6
Nature +6 to perception (tracking) checks in the wild
Dungeoneering +6 to perception (tracking) checks underground/in caves/tombs/castles/temples etc
Streetwise +6 to perception (tracking) checks in living vibrant urban areas
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Monster Knowledge Gain one piece of information from one information category above that actually achieved.
Arcana, Dungeoneering, Nature, Religion
-----
Knowledge Cannot exceed Common Knowledge unless trained
Arcana, Dungeoneering, History, Nature, Religion
-----
Athletics (Climb) move falling threshold from miss by 5 to miss by 10, and roll twice to catch from a fall (use better roll)
Bluff (Diversion) one additional ally may make an immediate stealth check to hide per point of Charisma Mod and/or feint one additional time during an encounter
Diplomacy (Diplomacy) Immediate action - once per encounter cover the faux paus of an ally (Rogue caught stealing, Wizard insults the noble who's aid you need, Warlock gives the wrong answer to a riddle from a sphinx etc)
Endurance (Endurance) Once per encounter when knocked to 0 hp or below, if you have not used your Second Wind, as an immediate action, use your Second Wind. You are at 1 hp/lvl instead of 1/4 max hp.
Heal (First Aid) Use the first aid options as a move action instead of a standard
Insight
Intimidate (Intimidate) Make an immediate diplomacy check against the target of your intimidate check. If the target was not hostile before the intimidate check, it remains non-hostile.
Perception (Appraise) cannot appraise items without being trained in perception.
Stealth (Stealth) if you have cover at the start of combat, gain concealment until you activate.
Thievery (Pick Pockets) move detection from fail by 5 to fail by 10
Acrobatics Dex Ranger, rogue
Arcana Int Cleric, warlock, wizard
Athletics Str Fighter, ranger, rogue, warlord
Bluff Cha Rogue, warlock
Diplomacy Cha Cleric, paladin, warlord, wizard
Dungeoneering Wis Ranger, rogue, wizard
Endurance Con Fighter, paladin, ranger, warlord
Heal Wis Cleric, fighter, paladin, ranger, warlord
History Int Cleric, paladin, warlock, warlord, wizard
Insight Wis Cleric, paladin, rogue, warlock, wizard
Intimidate Cha Fighter, paladin, rogue, warlock, warlord
Nature Wis Ranger, wizard
Perception Wis Ranger, rogue
Religion Int Cleric, paladin, warlock, wizard
Stealth Dex Ranger, rogue
Streetwise Cha Fighter, rogue, warlock
Thievery Dex Rogue, warlock
1) this is not an effort to “fix” skills. I don’t think they are fundamentally “too weak” or something along those lines. Nor am I trying to make the skill training feasts “as good as” the various multi-classing feats. I will let someone else fight that battle if it is necessary. I simply want to make training in a skill more interesting and differentiate between a character who trains in a skill and a character who doesn’t but has an ability mod 5 points higher (mostly identical in the rules as written).
2) I have a working understanding of 4e math. Meaning, I know that the +5 bonus from training in a skill is relevant all the way through level 30.
3) This is only the first beta version (alpha was purely in my head). Feel free to point out problems, that is why I am posting this, but lets just assume if I did something really stupid, the really stupid part will be obvious simply by your kind and gentle comment.
4) Suggestions are welcome. For example, I had a little trouble coming up with a “special effect” for training in insight.
5) Please feel free to use these ideas in your game and let me know how they turn out.
6) If you don’t like the idea of complicating the skill system at all, that’s fine, but probably not too useful in evaluating this set of tweaks.
7) Appraise – there are two (intended to be mutually exclusive) options for appraisal rolls. The one I like better is that in order to appraise something you need to be trained in the most relevant skill (e.g. Nature for valuing horses etc). The trouble is that with the truncated 4e skill list many things (like for example gemstones or fine weapons) don’t appear to have a most relevant skill. Hence the other option – training in perception allows you to appraise. Comments are even more welcome here.
8) Again thanks for looking and for your comments. This is my first EN post ever (though I have been lurking for a while), so be gentle.
Skill tweaks
Varies (Appraisal) In order to appraise anything you must be trained in the most relevant skill
-- Arcana for mystical objects
-- Nature for horseflesh or foodstuffs
-- Religious art objects
Tracking DCs are always +6
Nature +6 to perception (tracking) checks in the wild
Dungeoneering +6 to perception (tracking) checks underground/in caves/tombs/castles/temples etc
Streetwise +6 to perception (tracking) checks in living vibrant urban areas
-----
Monster Knowledge Gain one piece of information from one information category above that actually achieved.
Arcana, Dungeoneering, Nature, Religion
-----
Knowledge Cannot exceed Common Knowledge unless trained
Arcana, Dungeoneering, History, Nature, Religion
-----
Athletics (Climb) move falling threshold from miss by 5 to miss by 10, and roll twice to catch from a fall (use better roll)
Bluff (Diversion) one additional ally may make an immediate stealth check to hide per point of Charisma Mod and/or feint one additional time during an encounter
Diplomacy (Diplomacy) Immediate action - once per encounter cover the faux paus of an ally (Rogue caught stealing, Wizard insults the noble who's aid you need, Warlock gives the wrong answer to a riddle from a sphinx etc)
Endurance (Endurance) Once per encounter when knocked to 0 hp or below, if you have not used your Second Wind, as an immediate action, use your Second Wind. You are at 1 hp/lvl instead of 1/4 max hp.
Heal (First Aid) Use the first aid options as a move action instead of a standard
Insight
Intimidate (Intimidate) Make an immediate diplomacy check against the target of your intimidate check. If the target was not hostile before the intimidate check, it remains non-hostile.
Perception (Appraise) cannot appraise items without being trained in perception.
Stealth (Stealth) if you have cover at the start of combat, gain concealment until you activate.
Thievery (Pick Pockets) move detection from fail by 5 to fail by 10
Acrobatics Dex Ranger, rogue
Arcana Int Cleric, warlock, wizard
Athletics Str Fighter, ranger, rogue, warlord
Bluff Cha Rogue, warlock
Diplomacy Cha Cleric, paladin, warlord, wizard
Dungeoneering Wis Ranger, rogue, wizard
Endurance Con Fighter, paladin, ranger, warlord
Heal Wis Cleric, fighter, paladin, ranger, warlord
History Int Cleric, paladin, warlock, warlord, wizard
Insight Wis Cleric, paladin, rogue, warlock, wizard
Intimidate Cha Fighter, paladin, rogue, warlock, warlord
Nature Wis Ranger, wizard
Perception Wis Ranger, rogue
Religion Int Cleric, paladin, warlock, wizard
Stealth Dex Ranger, rogue
Streetwise Cha Fighter, rogue, warlock
Thievery Dex Rogue, warlock