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: Appraise, Bluff, Climb, Craft (poison, trapmaking), Diplomacy, Disable Device (includes Open Lock), Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, 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.

Magical: Concentration, Craft (alchemy), 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 (dungeoneering, geography, 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.)

Each race always has access to the skills it receives a bonus in. Additionally, each class also receives some additional skills as 'class' skills:

Barbarian: Intimidate.

Bard: Magical, Perform.

Cleric: Heal, Knowledge (religion), Magical.

Druid: Handle Animal, Heal, Knowledge (nature, religion), Magical, Ride, Survival.

Fighter: Intimidate, Ride.

Monk: Acrobatics, Climb, Hide, Jump, Knowledge (religion), Listen, Move Silently, Spot, Swim.

Paladin: Heal, Magical, Ride.

Ranger: Handle Animal, Heal, Hide, Knowledge (dungeoneering, nature, religion), Listen, Magical, Move Silently, Ride, Search, Spot, Survival.

Rogue: Climb, Decipher Script, Disable Device, Hide, Listen, Move Silently, Search, Slight of Hand, Spot, Use Magic Device.

Sorcerer: Magical.

Wizard: Magical.

The idea is that this new skill set would completely replace the existing one. 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 agree, Skill sets do not take into account background.

Just some thoughts, Rather than saying that these are their skill sets, I would say you get to select "x" from the following. It would add even more diversity. Or you could say besides your base skills you can select 1 (or 2) skills from the sets as class skills, but I think there is a feat that does this already.

Also, Criminal- probably should have a non-rogue set as well.
 

Well, for starters I think this is a pretty cool idea.

However, would these skill lists be permanent ones for the character, used only at character creation, or only for a certain number of points?

I think it does give a bit of a boost to classes with traditionally lousy skill sets, like fighters, but that's not necessarily a bad thing. A street fighter (heh) could focus on hide and move silently, which are traditionally rogue and ranger skills. A courtly fighter could focus on Bluff and Diplomacy.
 

I like this idea, but I do have one problem with it: Class limiting your choices.

If I play a druid who grew up in the streets of a city and then fell in love with nature at the local version of Central Park, why am I limited to a Rural background?

If my idea for a dwarven barbarian is that I was the son of the chief of an advanced clan (courtly) that was sacked by goblins, why do I share a background with the party fighter fresh off the farm?

If I'm a bard who emphasizes the social skills and goes around operating as a con artist, why is the criminal background denied to me?

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This is just a long-winded way of saying that I really like your idea, but I disagree with the notion that characters should be shoe-horned into options because of class choices. You've come up with a great way to increase diversity, please don't immediately turn around and limit things again.
 

Occupations?

Well, I'd use a modified version of d20M's Occupation system. (I saw a d20M expansion called "Classically Modern" that had good generic, non-modern exclusive, versions).

Bascially, what you do it choose what your character did before he adventured, and you then choose 2-4 skills that are permanent class skills (or if they are class skills for your first claass, you get a +1 bonus). Then you could choose a bonus feat (if it's offered), and then modify your wealth and/or reputation.

In D&D, I'd modify this last one to modify the amount of starting gold you get (changing each +1 into a +10 - +30%). This would change the game a bit, but not that much.

Just an idea that you might want to look at.
 

I like your concept, and use something like this myself for my characters to keep them away from that problem, but I go about it a bit differently.

Each character is different in some way, so instead of having set templates, I take it on a individual basis. I'll take each character, based on the background that I have them do, and give them something to reflect that background that both me and the player can both agree on. This is normally bonuses to existing class skills or making some c/c skills class skills, but sometimes it's different(money, feat, reputation, family heirloom item, etc) It all depends on the character

Hope this helps

Sea
 

Vlos: Though the idea of limiting it to 'x' is somewhat appealing, I figure that is what each class's limit in skill points does. Also, since these skills are to completely replace existing skill lists, there wouldn't be anything else for them to choose from! =)

As far as a non-rogue criminal, what would you suggest?

CCamfield: I'm glad you think its cool, I've been thinking about it a lot. (You know, in that can't quite sleep because your mind is wrapped around D&D sort of way...) I would plan for the list to be permanent, for all stages of character development.

Wolff996: You're right, of course. I spent a lot of time making the backgrounds, but didn't put too much thought into the interaction with classes. So, I revised and expanded the skills that I thought were 'core' to each class functioning, and removed all restrictions. Very helpful input. Further thoughts?

Nobodez: I like the idea of manipulating starting money according to background as well. The d20 modern professions were part of the inspiration for this, to be sure. Of course, I would also plan on giving PCs with a criminal background a record, ties to the underworld, and some enemies right off the bat. Where can I find the 'classically modern' expansion? Google isn't doing it for me.

SeaWolf: I do some of that in my games too. I guess I want to build something 'standard'ish so that GMs who are less certain of making stuff up on their own have a useful guide. Are there any background things you or your PCs frequently use that I've missed?
 
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I do something similar. Starting characters get (4 + IntMod) * 3 skill points for background skills. When they pick their first class they get the normal skill points for gaining a level (i.e. not 4 times). The background skills are only "class" skills for these initial points and are replaced by the class skills. I also give out starting money based on background as well.


Aaron
 

Aaron2 said:
I do something similar. Starting characters get (4 + IntMod) * 3 skill points for background skills. When they pick their first class they get the normal skill points for gaining a level (i.e. not 4 times). The background skills are only "class" skills for these initial points and are replaced by the class skills. I also give out starting money based on background as well.
Aaron

How do players like this system? It would seem that PCs would try to choose a back ground that fits with their class skills so that they could max them all out? Is that what they do?
 

One thing that hasn't been mentioned in a counter-argument to this is that the skill sets in DnD are designed around the theory of spending time in training to become the class you have chosen.

The Wizard spent time in a guild or with a mentor. He was only taught those specific skills listed as class-skills under Wizard.

Of course the Wizard could have goofed off and not focused on Spellcraft - this would be reflected by 0 ranks.

Now if you wanted to reflect that they may have started their career later than normal, and thus learnt skills previously ... you could either allow them to take levels in Expert (not a popular choice for the rules-orientated) or you could take those suggeted background sets and allow exchange of skills.
 

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