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!