One of the limiting factors for character development in 3.X is that your character's skills are wholly determined by his class. But what is to say that a fighter wasn't raised in a monestary or that your cleric isn't from the backwoods? Essentially, I would like a skill system that fosters character development instead of getting in the way of it.
To this end, I have created a variety of skill sets based on character background. Before anyone gets too up-in-arms about game balance, keep in mind there are only a handful of skills that have a direct effect on combat: Bluff, Concentration, Hide, Listen, Move Silently, Spellcraft, Spot, Tumble, Ride and to a lesser extent Climb and Jump. The most these skills tend to do is get a PC out of an Attack of Opportunity, or maybe give them surprise or get them out of it. 95% or more of combat is based on Attacks, Spells, Armor Class, and Saving Throws.
The other vast majority of the skills are all used in role-playing and story development. As a DM, then, I've decided to give up what might be minute "balance" issues in the skill system to have more fully developed characters. Without further ado, I assigned skills to the following background categories:
Academic: Concentration, Craft, Decipher Script, Forgery, Gather Information, Heal, Knowledge (any), Profession, Perform, Speak Language.
Courtly: Bluff, Diplomacy, Handle Animal, Intimidate, Knowledge (any), Perform, Ride, Sense Motive, Speak Language, Swim.
Criminal (must spend one feat or be a rogue): Bluff, Climb, Craft, Disable Device (includes Open Lock), Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Profession, Search, Sense Motive, Slight of Hand, Spot, Use Rope.
Entertainer: Acrobatics (includes Balance and Tumble), Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Jump, Knowledge (geography, history, local, nobility & courtesy, religion), Perform, Profession, Slight of Hand, Use Rope.
Explorer: Climb, Decipher Script, Diplomacy, Disable Device, Gather Information, Heal, Jump, Knowledge (geography, local, navigation & sailing), Speak Language, Survival, Swim, Use Rope.
Magical: Craft, Knowledge (arcana), Profession, Spellcraft, Use Magic Device.
Mercantile: Appraise, Bluff, Craft, Diplomacy, Forgery, Gather Information, Knowledge (geography, local, nobility & courtesy), Profession, Sense Motive.
Nautical: Acrobatics (includes Balance and Tumble), Bluff, Climb, Jump, Knowledge (geography, local, navigation & sailing), Profession, Spot, Use Rope, Swim.
Rural: Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (local, nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Use Rope.
Street: Bluff, Gather Information, Hide, Intimidate, Knowledge (dungeoneering, local), Listen, Move Silently, Profession, Spot, Sense Motive.
Temple: Concentration, Craft, Diplomacy, Heal, Knowledge (geography, history, local, nobility & courtesy, religion), Profession, Sense Motive. (May choose Bluff and Intimidate instead of Diplomacy and Sense Motive.)
In addition to this, each race always has access to the skills it gets a racial bonus in. Classes also have some bonuses and restrictions:
Barbarian: + Intimidate. (Must choose Rural background.)
Bard: + Entertainer.
Cleric: + Magical.
Druid: + Diplomacy, Magical. (Must choose Rural background.)
Fighter: + Intimidate, Ride.
Paladin: + Heal, Ride.
Ranger: + Knowledge (dungeoneering, geography), Search. (Must choose Rural background.)
Rogue: + Street, Use Magic Device.
Sorcerer: + Magical.
Wizard: + Magical.
I would love input about this change to the game, on whether any skill should or shouldn't be part of a background package, whether I should offer the criminal background at all, or really, anything at all you think of when you're done looking at this. Thanks for your help!
To this end, I have created a variety of skill sets based on character background. Before anyone gets too up-in-arms about game balance, keep in mind there are only a handful of skills that have a direct effect on combat: Bluff, Concentration, Hide, Listen, Move Silently, Spellcraft, Spot, Tumble, Ride and to a lesser extent Climb and Jump. The most these skills tend to do is get a PC out of an Attack of Opportunity, or maybe give them surprise or get them out of it. 95% or more of combat is based on Attacks, Spells, Armor Class, and Saving Throws.
The other vast majority of the skills are all used in role-playing and story development. As a DM, then, I've decided to give up what might be minute "balance" issues in the skill system to have more fully developed characters. Without further ado, I assigned skills to the following background categories:
Academic: Concentration, Craft, Decipher Script, Forgery, Gather Information, Heal, Knowledge (any), Profession, Perform, Speak Language.
Courtly: Bluff, Diplomacy, Handle Animal, Intimidate, Knowledge (any), Perform, Ride, Sense Motive, Speak Language, Swim.
Criminal (must spend one feat or be a rogue): Bluff, Climb, Craft, Disable Device (includes Open Lock), Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Profession, Search, Sense Motive, Slight of Hand, Spot, Use Rope.
Entertainer: Acrobatics (includes Balance and Tumble), Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Jump, Knowledge (geography, history, local, nobility & courtesy, religion), Perform, Profession, Slight of Hand, Use Rope.
Explorer: Climb, Decipher Script, Diplomacy, Disable Device, Gather Information, Heal, Jump, Knowledge (geography, local, navigation & sailing), Speak Language, Survival, Swim, Use Rope.
Magical: Craft, Knowledge (arcana), Profession, Spellcraft, Use Magic Device.
Mercantile: Appraise, Bluff, Craft, Diplomacy, Forgery, Gather Information, Knowledge (geography, local, nobility & courtesy), Profession, Sense Motive.
Nautical: Acrobatics (includes Balance and Tumble), Bluff, Climb, Jump, Knowledge (geography, local, navigation & sailing), Profession, Spot, Use Rope, Swim.
Rural: Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (local, nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Use Rope.
Street: Bluff, Gather Information, Hide, Intimidate, Knowledge (dungeoneering, local), Listen, Move Silently, Profession, Spot, Sense Motive.
Temple: Concentration, Craft, Diplomacy, Heal, Knowledge (geography, history, local, nobility & courtesy, religion), Profession, Sense Motive. (May choose Bluff and Intimidate instead of Diplomacy and Sense Motive.)
In addition to this, each race always has access to the skills it gets a racial bonus in. Classes also have some bonuses and restrictions:
Barbarian: + Intimidate. (Must choose Rural background.)
Bard: + Entertainer.
Cleric: + Magical.
Druid: + Diplomacy, Magical. (Must choose Rural background.)
Fighter: + Intimidate, Ride.
Paladin: + Heal, Ride.
Ranger: + Knowledge (dungeoneering, geography), Search. (Must choose Rural background.)
Rogue: + Street, Use Magic Device.
Sorcerer: + Magical.
Wizard: + Magical.
I would love input about this change to the game, on whether any skill should or shouldn't be part of a background package, whether I should offer the criminal background at all, or really, anything at all you think of when you're done looking at this. Thanks for your help!
On secons thought, leave them all in... An Academic could study (say) Mozart, and have Perform and Forgery, and be the go-to guy to ask if this crumpled piece of ancient sheet music was a forgery, or worth a fortune...