Skills Based on Backgrounds

amwest

First Post
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!
 

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I think this is a really interesting idea.

You'll probably get more (and less cantankerous) feedback if you put it in the House Rules forum, though.


Jeff
 

So the character gets all the skills in the set plus their class skills? Sounds cool - like the Occupations of D20 Modern

IMC I give +2 bonus based on background eg a Fighter whose parents were Circus Performers might get Tumble +2. A cleric who was raised in a Merchant family might get Appraise+2 or something...
 


wilder_jw said:
I think this is a really interesting idea.

You'll probably get more (and less cantankerous) feedback if you put it in the House Rules forum, though.

Jeff

Oh dear, that's where I thought I was! I don't know how to move the thread, so I just reposted. Thanks for pointing out my mistake. =)
 

First thing I see is that you didn't give them any number of skill points...

amwest said:
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.

I have trouble seeing why an academic would need Crafts, other than, perhaps, Craft (Calligraphy & Bookbinding). Forgery also seems odd. Heal is right out, unless they're a doctor. Profession (service industry) and Perform also seem right out. I suppose you could think of a possibility for many of these (Mining Engineer taking Profession (Mining), for instance), but...

[EDIT:] 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...

amwest said:
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.

Nobles spend a lot of time swimming?

Again, I have trouble seeing Entertainers as being Craftsmen, Forgers, or in Service Industry Professions...

amwest said:
Explorer: Climb, Decipher Script, Diplomacy, Disable Device, Gather Information, Heal, Jump, Knowledge (geography, local, navigation & sailing), Speak Language, Survival, Swim, Use Rope.

Add Handle Animals and Ride. Add Knowledge (Nature & History). Navigator & Sailor are Professions.

amwest said:
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.

Why do sailors need acting ability (Bluff)?

amwest said:
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.)

Why no Knowledge (Nature), and why no Explorer/Nautical backgrounds?

amwest said:
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!

Yes, you should offer criminal. A fighter might want to be a thug, enforcer, etc.

Incidentally, I just did my own Backgrounds piece, and based it on Race! (Great minds run in the same channel, and all that!)
 
Last edited:

Steverooo said:
First thing I see is that you didn't give them any number of skill points...

Their number of skill points would still be based on their class.

Steverooo said:
I have trouble seeing why an academic would need Crafts, other than, perhaps, Craft (Calligraphy & Bookbinding). Forgery also seems odd. Heal is right out, unless they're a doctor. Profession (service industry) and Perform also seem right out. I suppose you could think of a possibility for many of these (Mining Engineer taking Profession (Mining), for instance), but...

[EDIT:] 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...

Right, so the guiding philosophy of assigning skills is that ANY character of this type could plausibly be created with these skills. For example, a medical student might have something like Heal, Knowledge (herbalist), and Professon (Healer). So, with the Mozart expert you're right on the money, forgery is quite an odd skill for an academic, but that is the one used to determine authenticity.

Nobles spend a lot of time swimming?

Its a historical fact that when boats sank, often nobles were the only ones who survived. It seems they had the leisure time to learn to enjoy water, where everyone else was relatively certain that they would drown.

Again, I have trouble seeing Entertainers as being Craftsmen, Forgers, or in Service Industry Professions...

What about people who build scenery for plays? How can someone build an improvised instrument without some craft skill?

Add Handle Animals and Ride. Add Knowledge (Nature & History). Navigator & Sailor are Professions.

To what?

Why do sailors need acting ability (Bluff)?

How does one tell a salty sea story without being able to embellish a lot?

Why no Knowledge (Nature), and why no Explorer/Nautical backgrounds?

I tried building an explorer background, but everyone said it was more of a profession than a background. However, I agree with you and will be putting it back in. There is a nautical background though...?

Yes, you should offer criminal. A fighter might want to be a thug, enforcer, etc.

Right, right, but they could do that by taking the 'street' background and saying they're a thug. The criminal background would allow someone smart to co-opt a lot of the class functions of a rogue... So I wonder if it should cost a feat or something.

Incidentally, I just did my own Backgrounds piece, and based it on Race! (Great minds run in the same channel, and all that!)

Cool, is there a link around here for it?
 

amwest said:
What about people who build scenery for plays? How can someone build an improvised instrument without some craft skill?

Are they Entertainers? I would say no. Perhaps you disagree. YMMV. You asked for input, I gave my opinion...

amwest said:

I quoted your message in sections for a reason... To the Explorer Background, right above where I said "add this & that".

amwest said:
I tried building an explorer background, but everyone said it was more of a profession than a background. However, I agree with you and will be putting it back in. There is a nautical background though...?

Yes, yes, and Rangers should be able to be from Explorer, Nautical, or Rural backgrounds, eh?

amwest said:
Right, right, but they could do that by taking the 'street' background and saying they're a thug. The criminal background would allow someone smart to co-opt a lot of the class functions of a rogue... So I wonder if it should cost a feat or something.

Most (if not all) Fighters are tough. Not all Fighters are Thugs, or Enforcers for the criminal underground. A Fighter who was a mob boss' bodyguard would be more likely to have underworld skills than someone who just lived on the streets. Decide whether or not you want to require such a PC to multiclass in order to gain those skills...

amwest said:
Cool, is there a link around here for it?

No, since RangerWickett is currently considering it for publication in the ENWorld Players' Journal... If you find yours usable and balanced, maybe you should submit it, as well?

If so, you need to explain HOW your system works, though...

PCs STILL get background skills based on their class, just with these other skills added? I thought that was what you were trying to get AWAY from!

Do they have access to ALL these skills after character creation (can they increase ones not initially taken at second level, for instance)?
 

amwest said:
Its a historical fact that when boats sank, often nobles were the only ones who survived. It seems they had the leisure time to learn to enjoy water, where everyone else was relatively certain that they would drown.
Not just that. Sailors in a lot of cultures considered it bad luck to be able to know how to swim. Figuring if they knew how to swim, their boats would sink.

A noble then would be a person that had the spare time of not doing anything else where they could learn such a hobby.



amwest said:
How does one tell a salty sea story without being able to embellish a lot?

Bluff could be appropriate based on that. But most people know fish stories are just fish stories. You don't have to believe a good tale. A rank in perform would be better suited to that.
 

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