Skill XP...comments?

Bob Aberton

First Post
Heres my system. I figured that it wasn't realistic to rely on killing things to become more skillful, and so I created what I call Skill XP.
People have two kinds of XP: Killin' Things XP an Skill XP. It's quite simple. Every time you succeed at a skill check at a DC 10 numbers higher than your current rank, you gain 10 XP toward that skill. Eventually, 100 Skill XP can be traded in for 1 free rank in that skill. Critical successes on a skill check (natural 20s) bring in 20 Skill XP. Taking 20 doesn't earn Skill XP. Failures earn 1 skill XP (representing learning from your mistakes)

Skill XP can only be used for existing skills. To buy new skills, they have to be taught to you, or whatever system the DM uses.

Of course, to balance this, it may be necessary to rule that leveling up XP can only be used toward acquiring new skills and acquiring cross class skills. That would mean that Skill XP would only be for existing (even cross-class) skills, and Killin' Thongs XP would be for acquiring new skills.

Whaddya think?
 
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I am reminded of the jumping pogo-sticks in Daggerfall....

Also, it can be quite easy to succeed at a skill check 5 higher than your rank, once you add in your base ability bonus, synergy bonuses, circumstance bonuses, competence bonuses, etc.
 


In daggerfall, people would jump continously to improve their jump skill, cast spells into walls to boost spell skills, etc. You get the idea.

Also, in theory, CRs are supposed to be used for any obstacle, whether it's a person with crucial info or a locked door. Therefore, characters would get XP for using their skills.
 

'Challenge' Rating

I'll second Victim's last remark! It is really important to get into your head as a DM that the game rewards those who overcome challenges. Thus there is nothing to stop you assigning a CR to a non-combat event, such as building a bridge over the raging river, or negotiating a ceasefire, or even making a superb item as a special gift for the countess! This encourages your players to think about the rest of the world too, rather than what they can destroy with their weapons and spells!

Don't get me wrong, I often forget this too! But I really ought to make a point of setting appropriate Crs for dealing with the other aspects of the game world. Clearly there has to be a significant challenge, which I would tend to suggest indicates a significant consequence for failing the overcome the challenge, e.g. being unable to advance along the road, or being humiliated and thrown out of the city. But this might answer some of you desire to reward Skill usage, without having to build a new mechanism which, a la Daggerfall, might encourage spurious activity.
 

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