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Skills As Saves
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<blockquote data-quote="Sadrik" data-source="post: 3067615" data-attributes="member: 14506"><p>Here is my skills as saves house rule for critique. Basically, there are six skill ratings: trained only (T), untrained (U), poor (P), average (A), good (G), and supreme (S). You jot down this score on your character sheet similar to how you would write down your BAB or fort save. Each skill consists of a modifier. </p><p></p><p>How it works: suppose a 5th level rogue had a supreme rating in sneak the player would look at what his supreme rating is (+8) and then look at his standard skill modifiers (dex + race + size + synergy + miscellaneous modifiers). Note that under the sneak skill the player would jot down his total modifier and his "S" rating. Then the player would reference the what his current "S" rating was (in this case +8).</p><p></p><p>I really like this system. It addresses a couple of things that I had problems with the current skill system. </p><p>1. Weight: a first level character in core rules receives 4/23rds of his total potential skill points. In this system it is about 1/2 depending on class. A lot more realistic. So you wont necessarily have players pick up 1st level in rogue just to get the huge skill benefit.</p><p>2. Calculations: no longer is it necessary to calculate skill points. You get class + int at 1st and you get 1 more at every even level. Very easy. When you level up it is only necessary to change your skill ratings (5 numbers), and to potentially upgrade 1 of your skills.</p><p>3. Simplification: the skill list is consolidated to a point where there are no specializations, a headache for characters who want to be very knowledgeable or be able to craft a lot of different kinds of things.</p><p>4. Improvement: untrained skills improve without putting any points in them! At high level DC's are higher and this brings the untrained skills a little more into the realm of possibility for characters to achieve.</p><p>5. Compatible: Not really a problem I had with the system but I should say: this system is completely compatible it does not make characters unbalanced or require monsters to be redone.</p><p></p><p>Boy I am really hard selling my system. <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><strong>SKILLS AS SAVES</strong></p><p><strong></strong>Characters get skill points at first level and buy their skills from their class’s skill list. Humans, half elves and half orcs get 1 more skill point at first level.</p><p></p><p>[CODE][B]Skill Points by Class:[/B]</p><p>Barbarian 12+int</p><p>Bard 14+int</p><p>Cleric 10+int</p><p>Druid 12+int</p><p>Fighter 10+int</p><p>Monk 12+int</p><p>Paladin 10+int</p><p>Ranger 14+int</p><p>Rogue 16+int</p><p>Sorcerer 10+int</p><p>Wizard 10+int[/CODE]</p><p></p><p>For every two levels a character achieves they gain an additional skill point. (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th)</p><p>Characters can also get 3 additional skill points by taking the Open Minded feat.</p><p>Rogues have a class feature that gives them an additional skill point at: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th.</p><p>Bards and rangers have a class feature that gives them an additional skill point at: 3rd, 7th, 11th, 15th, and 19th.</p><p>Barbarians, druids and monks have a class feature that gives them an additional skill point at: 5th, 9th, 13th, and 17th.</p><p>Cleric, fighter, paladin, sorcerer and wizard have a class feature that gives them an additional skill point at: 7th, 13th, and 19th.</p><p></p><p><strong>Costs</strong></p><p>At first level when characters are buying their skills they get a bonus to buying their class skills. Class skills get a free skill point added to them when bought.</p><p></p><p>[CODE][B]Skill Cost Skill Rating[/B]</p><p>0 skill points Untrained </p><p>1 skill point Poor</p><p>2 skill points Average</p><p>3 skill points Good</p><p>4 skill points Supreme[/CODE]</p><p></p><p>[CODE][B]Skill Rating Bonuses[/B]</p><p>Level Sprm Good Avrg Poor Untrnd</p><p>1 +4 +3 +2 +1 +0</p><p>2 +5 +4 +3 +1 +0</p><p>3 +6 +5 +3 +2 +0</p><p>4 +7 +6 +4 +2 +1</p><p>5 +8 +6 +4 +3 +1</p><p>6 +9 +7 +5 +3 +1</p><p>7 +10 +8 +5 +3 +2</p><p>8 +11 +9 +6 +4 +2</p><p>9 +12 +9 +6 +4 +2</p><p>10 +13 +10 +7 +5 +3</p><p>11 +14 +11 +7 +5 +3</p><p>12 +15 +12 +8 +6 +3</p><p>13 +16 +12 +8 +6 +4</p><p>14 +17 +13 +9 +6 +4</p><p>15 +18 +14 +9 +7 +4</p><p>16 +19 +15 +10 +7 +5</p><p>17 +20 +15 +10 +8 +5</p><p>18 +21 +16 +11 +8 +5</p><p>19 +22 +17 +11 +9 +6</p><p>20 +23 +18 +12 +9 +6[/CODE]</p><p></p><p><strong>Class Skills</strong></p><p>Barbarian- Class skills are: Athletics, Awareness, Drive, Handle Animal, Intimidate, Ride, Weaponscraft, and Wilderness Lore.</p><p></p><p>Bard- Class skills are: Act, Agility, Athletics, Awareness, Bluff, Common Knowledge, Concentration, Diplomacy, Finery, Language, Music, Pilot, Sense Motive, Sleight of Hand, Sneak, and Spellcraft.</p><p></p><p>Cleric- Class skills are: Building, Common Knowledge, Concentration, Diplomacy, Heal, Spellcraft, Supernatural Lore, and Weaponscraft. Domain Skills: Animal or Plant Domain adds Handle Animal and Wilderness Lore, Knowledge Domain adds Language, Travel Domain adds Drive, Pilot and Ride, and Trickery Domain adds Act, Bluff, and Sneak.</p><p></p><p>Druid- Class skills are: Alchemy, Athletics, Awareness, Concentration, Diplomacy, Handle Animal, Heal, Ride, Spellcraft, and Wilderness Lore.</p><p></p><p>Fighter- Class skills are: Athletics, Building, Drive, Handle Animal, Intimidate, Pilot, Ride, Warcraft, and Weaponscraft.</p><p></p><p>Monk- Class skills are: Agility, Athletics, Awareness, Concentration, Diplomacy, Supernatural Knowledge, Sense Motive, and Sneak.</p><p></p><p>Paladin- Class skills are: Common Knowledge, Concentration, Diplomacy, Handle Animal, Heal, Ride, Sense Motive, Warcraft, and Weaponscraft.</p><p></p><p>Ranger- Class skills are: Athletics, Awareness, Building, Concentration, Handle Animal, Heal, Ride, Search, Sneak, Warcraft, and Wilderness Lore.</p><p></p><p>Rogue- Class skills are: Act, Agility, Athletics, Awareness, Bluff, Common Knowledge, Diplomacy, Disable Device, Drive, Engineering, Finery, Intimidate, Music, Pilot, Search, Sense Motive, Sleight of Hand, and Sneak.</p><p></p><p>Sorcerer- Class skills are: Alchemy, Awareness, Diplomacy, Concentration, Spellcraft, Supernatural Lore.</p><p></p><p>Wizard- Class skills are: Alchemy, Common Knowledge, Concentration, Engineering, Language, Spellcraft, and Supernatural Lore.</p><p></p><p><strong>Skill List</strong></p><p>Act (Cha) disguise, perform comedy, perform act</p><p>Agility (Dex) balance, escape artist, tumble, perform dance, use rope, all other dexterity related checks</p><p>Alchemy (Int) appraise and make, alchemical items, poisons, antidotes, potion identification</p><p>Athletics (Str) climb, jump, swim, all other strength related checks</p><p>Awareness (Wis) spot, listen and other sense related checks</p><p>Bluff (Cha) no change</p><p>Building (Int) appraise, repair and make architecture, big traps, steamcraft items, construct bodies</p><p>Common Knowledge (Int) knowledge: local, geography, history, nobility, royalty</p><p>Concentration (Con) no change</p><p>Diplomacy (Cha) diplomacy, gather information, perform oratory</p><p>Disable Device (Int) disable devices, sabotage devices, open locks</p><p>Drive (Dex) drive cars, boats, chariots, wagons</p><p>Engineering (Int) appraise, repair and make devices, locks, fine traps, clockwork items, construct innards</p><p>Finery (Int) appraise and make all forms of finery, art, forgery, gem cutting, jewelry</p><p>Handle Animal (Cha) no change</p><p>Heal (Int) no change</p><p>Intimidate (Cha) no change</p><p>Language (Int) speak and read languages, identify script, decipher script</p><p>Music (Cha) perform: sing, percussion, keyboard, string, wind</p><p>Pilot (Dex) pilot planes, trains, balloons, ships</p><p>Ride (Dex) no change</p><p>Search (Int) search, track</p><p>Sense Motive (Wis) no change</p><p>Sleight of Hand (Dex) no change</p><p>Sneak (Dex) hide, move silently, must beat awareness DC of 10 + awareness to sneak</p><p>Spellcraft (Int) spellcraft, use magic device</p><p>Supernatural Lore (Int) knowledge: occult, arcana, the planes, religion</p><p>Warcraft (Int) tactics, lead troops, set and detect ambushes, siege equipment, artillery firing and upkeep</p><p>Weaponscraft (Int) appraise, repair and make all weapons and armor</p><p>Wilderness Lore (Int) survival, knowledge: geography, nature, dungeoneering</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3067615, member: 14506"] Here is my skills as saves house rule for critique. Basically, there are six skill ratings: trained only (T), untrained (U), poor (P), average (A), good (G), and supreme (S). You jot down this score on your character sheet similar to how you would write down your BAB or fort save. Each skill consists of a modifier. How it works: suppose a 5th level rogue had a supreme rating in sneak the player would look at what his supreme rating is (+8) and then look at his standard skill modifiers (dex + race + size + synergy + miscellaneous modifiers). Note that under the sneak skill the player would jot down his total modifier and his "S" rating. Then the player would reference the what his current "S" rating was (in this case +8). I really like this system. It addresses a couple of things that I had problems with the current skill system. 1. Weight: a first level character in core rules receives 4/23rds of his total potential skill points. In this system it is about 1/2 depending on class. A lot more realistic. So you wont necessarily have players pick up 1st level in rogue just to get the huge skill benefit. 2. Calculations: no longer is it necessary to calculate skill points. You get class + int at 1st and you get 1 more at every even level. Very easy. When you level up it is only necessary to change your skill ratings (5 numbers), and to potentially upgrade 1 of your skills. 3. Simplification: the skill list is consolidated to a point where there are no specializations, a headache for characters who want to be very knowledgeable or be able to craft a lot of different kinds of things. 4. Improvement: untrained skills improve without putting any points in them! At high level DC's are higher and this brings the untrained skills a little more into the realm of possibility for characters to achieve. 5. Compatible: Not really a problem I had with the system but I should say: this system is completely compatible it does not make characters unbalanced or require monsters to be redone. Boy I am really hard selling my system. ;) [B]SKILLS AS SAVES [/B]Characters get skill points at first level and buy their skills from their class’s skill list. Humans, half elves and half orcs get 1 more skill point at first level. [CODE][B]Skill Points by Class:[/B] Barbarian 12+int Bard 14+int Cleric 10+int Druid 12+int Fighter 10+int Monk 12+int Paladin 10+int Ranger 14+int Rogue 16+int Sorcerer 10+int Wizard 10+int[/CODE] For every two levels a character achieves they gain an additional skill point. (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th) Characters can also get 3 additional skill points by taking the Open Minded feat. Rogues have a class feature that gives them an additional skill point at: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th. Bards and rangers have a class feature that gives them an additional skill point at: 3rd, 7th, 11th, 15th, and 19th. Barbarians, druids and monks have a class feature that gives them an additional skill point at: 5th, 9th, 13th, and 17th. Cleric, fighter, paladin, sorcerer and wizard have a class feature that gives them an additional skill point at: 7th, 13th, and 19th. [B]Costs[/B] At first level when characters are buying their skills they get a bonus to buying their class skills. Class skills get a free skill point added to them when bought. [CODE][B]Skill Cost Skill Rating[/B] 0 skill points Untrained 1 skill point Poor 2 skill points Average 3 skill points Good 4 skill points Supreme[/CODE] [CODE][B]Skill Rating Bonuses[/B] Level Sprm Good Avrg Poor Untrnd 1 +4 +3 +2 +1 +0 2 +5 +4 +3 +1 +0 3 +6 +5 +3 +2 +0 4 +7 +6 +4 +2 +1 5 +8 +6 +4 +3 +1 6 +9 +7 +5 +3 +1 7 +10 +8 +5 +3 +2 8 +11 +9 +6 +4 +2 9 +12 +9 +6 +4 +2 10 +13 +10 +7 +5 +3 11 +14 +11 +7 +5 +3 12 +15 +12 +8 +6 +3 13 +16 +12 +8 +6 +4 14 +17 +13 +9 +6 +4 15 +18 +14 +9 +7 +4 16 +19 +15 +10 +7 +5 17 +20 +15 +10 +8 +5 18 +21 +16 +11 +8 +5 19 +22 +17 +11 +9 +6 20 +23 +18 +12 +9 +6[/CODE] [B]Class Skills[/B] Barbarian- Class skills are: Athletics, Awareness, Drive, Handle Animal, Intimidate, Ride, Weaponscraft, and Wilderness Lore. Bard- Class skills are: Act, Agility, Athletics, Awareness, Bluff, Common Knowledge, Concentration, Diplomacy, Finery, Language, Music, Pilot, Sense Motive, Sleight of Hand, Sneak, and Spellcraft. Cleric- Class skills are: Building, Common Knowledge, Concentration, Diplomacy, Heal, Spellcraft, Supernatural Lore, and Weaponscraft. Domain Skills: Animal or Plant Domain adds Handle Animal and Wilderness Lore, Knowledge Domain adds Language, Travel Domain adds Drive, Pilot and Ride, and Trickery Domain adds Act, Bluff, and Sneak. Druid- Class skills are: Alchemy, Athletics, Awareness, Concentration, Diplomacy, Handle Animal, Heal, Ride, Spellcraft, and Wilderness Lore. Fighter- Class skills are: Athletics, Building, Drive, Handle Animal, Intimidate, Pilot, Ride, Warcraft, and Weaponscraft. Monk- Class skills are: Agility, Athletics, Awareness, Concentration, Diplomacy, Supernatural Knowledge, Sense Motive, and Sneak. Paladin- Class skills are: Common Knowledge, Concentration, Diplomacy, Handle Animal, Heal, Ride, Sense Motive, Warcraft, and Weaponscraft. Ranger- Class skills are: Athletics, Awareness, Building, Concentration, Handle Animal, Heal, Ride, Search, Sneak, Warcraft, and Wilderness Lore. Rogue- Class skills are: Act, Agility, Athletics, Awareness, Bluff, Common Knowledge, Diplomacy, Disable Device, Drive, Engineering, Finery, Intimidate, Music, Pilot, Search, Sense Motive, Sleight of Hand, and Sneak. Sorcerer- Class skills are: Alchemy, Awareness, Diplomacy, Concentration, Spellcraft, Supernatural Lore. Wizard- Class skills are: Alchemy, Common Knowledge, Concentration, Engineering, Language, Spellcraft, and Supernatural Lore. [B]Skill List[/B] Act (Cha) disguise, perform comedy, perform act Agility (Dex) balance, escape artist, tumble, perform dance, use rope, all other dexterity related checks Alchemy (Int) appraise and make, alchemical items, poisons, antidotes, potion identification Athletics (Str) climb, jump, swim, all other strength related checks Awareness (Wis) spot, listen and other sense related checks Bluff (Cha) no change Building (Int) appraise, repair and make architecture, big traps, steamcraft items, construct bodies Common Knowledge (Int) knowledge: local, geography, history, nobility, royalty Concentration (Con) no change Diplomacy (Cha) diplomacy, gather information, perform oratory Disable Device (Int) disable devices, sabotage devices, open locks Drive (Dex) drive cars, boats, chariots, wagons Engineering (Int) appraise, repair and make devices, locks, fine traps, clockwork items, construct innards Finery (Int) appraise and make all forms of finery, art, forgery, gem cutting, jewelry Handle Animal (Cha) no change Heal (Int) no change Intimidate (Cha) no change Language (Int) speak and read languages, identify script, decipher script Music (Cha) perform: sing, percussion, keyboard, string, wind Pilot (Dex) pilot planes, trains, balloons, ships Ride (Dex) no change Search (Int) search, track Sense Motive (Wis) no change Sleight of Hand (Dex) no change Sneak (Dex) hide, move silently, must beat awareness DC of 10 + awareness to sneak Spellcraft (Int) spellcraft, use magic device Supernatural Lore (Int) knowledge: occult, arcana, the planes, religion Warcraft (Int) tactics, lead troops, set and detect ambushes, siege equipment, artillery firing and upkeep Weaponscraft (Int) appraise, repair and make all weapons and armor Wilderness Lore (Int) survival, knowledge: geography, nature, dungeoneering [/QUOTE]
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