Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Skills in 5E. Do we want them?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Number48" data-source="post: 5783988" data-attributes="member: 6688047"><p>I have devised a magical way to deal with so many of the problems with skills, but still keep a semblance of them because, dammit, we want our characters to know things and be different.</p><p></p><p>Primary and secondary classes (and tertiary, probably). Primary class = this is how I kill things. Secondary class = this is how I interact with people and the world around me. Everything that we would currently put under skills would go to your secondary class choice as well as non-combat class abilities.</p><p></p><p>The secondary class would give you a certain amount of things that you sometimes succeed at and a certain amount of things you always succeed at. Maybe these are chosen from a limited list for that class, maybe the only choice is which class you take. Some classes have a lot of sometimes but no always. Some classes have a few always, but almost no sometimes. In addition, the player would be encouraged to describe their ability in the way that makes sense for them. Open locks could be picking it with little tools, or it could be a whispered spell, or even a stroke of magnificent luck.</p><p></p><p>The best part about this system is that it would give you the ability to truly make that character you envisioned. Want a sneaky wizard? Magic damage and roguish skill/ability set. Want that nobleman? Fighter damage and aristocrat skill/ability set. Want the tricksy guy who knows some charms? Roguish fighting with a magical skill/ability set.</p><p></p><p>The best part is that the combat class offers virtually nothing to noncombat and the noncombat class offers virtually nothing to combat, making all combinations equally valid, equal in power.</p><p></p><p>Making the character starting from higher level wouldn't be too tough. Every level, choose the combat ability you gain, choose the noncombat ability you gain, write down the automatic abilities you gain then pick a feat or an ability increase if you get one that level. Fairly easy but complex enough to suit a nuanced game. I envision feats still being around, but you'd have to decide to spend your one feat on something for only one of your classes. This is where the campaign-specific differences come in. For a one-off game, take all those combat feats. If you're playing in my weekly campaign, I might suggest a goodly amount of noncombat feats.</p><p></p><p>In keeping with letting the player choose their own fluff, I want the skill-type abilities to be more general. Academica: Stuff you learned in school, or maybe that your summoned imps tell you. Geometry, Astrology, History, etc. Getting There: Any check in a situation that involves getting from here to there. It might be acrobatics, athletics, jump or climb as long as it involves moving from one spot to another, but you can describe is a ninja leap, a teleport or turning to shadow and slipping over. So the skills/abilities are more about the type of result than the method to obtain a result.</p><p></p><p>Now, how do I get all my ideas to Monte?</p></blockquote><p></p>
[QUOTE="Number48, post: 5783988, member: 6688047"] I have devised a magical way to deal with so many of the problems with skills, but still keep a semblance of them because, dammit, we want our characters to know things and be different. Primary and secondary classes (and tertiary, probably). Primary class = this is how I kill things. Secondary class = this is how I interact with people and the world around me. Everything that we would currently put under skills would go to your secondary class choice as well as non-combat class abilities. The secondary class would give you a certain amount of things that you sometimes succeed at and a certain amount of things you always succeed at. Maybe these are chosen from a limited list for that class, maybe the only choice is which class you take. Some classes have a lot of sometimes but no always. Some classes have a few always, but almost no sometimes. In addition, the player would be encouraged to describe their ability in the way that makes sense for them. Open locks could be picking it with little tools, or it could be a whispered spell, or even a stroke of magnificent luck. The best part about this system is that it would give you the ability to truly make that character you envisioned. Want a sneaky wizard? Magic damage and roguish skill/ability set. Want that nobleman? Fighter damage and aristocrat skill/ability set. Want the tricksy guy who knows some charms? Roguish fighting with a magical skill/ability set. The best part is that the combat class offers virtually nothing to noncombat and the noncombat class offers virtually nothing to combat, making all combinations equally valid, equal in power. Making the character starting from higher level wouldn't be too tough. Every level, choose the combat ability you gain, choose the noncombat ability you gain, write down the automatic abilities you gain then pick a feat or an ability increase if you get one that level. Fairly easy but complex enough to suit a nuanced game. I envision feats still being around, but you'd have to decide to spend your one feat on something for only one of your classes. This is where the campaign-specific differences come in. For a one-off game, take all those combat feats. If you're playing in my weekly campaign, I might suggest a goodly amount of noncombat feats. In keeping with letting the player choose their own fluff, I want the skill-type abilities to be more general. Academica: Stuff you learned in school, or maybe that your summoned imps tell you. Geometry, Astrology, History, etc. Getting There: Any check in a situation that involves getting from here to there. It might be acrobatics, athletics, jump or climb as long as it involves moving from one spot to another, but you can describe is a ninja leap, a teleport or turning to shadow and slipping over. So the skills/abilities are more about the type of result than the method to obtain a result. Now, how do I get all my ideas to Monte? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Skills in 5E. Do we want them?
Top