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Skills - Take a step forward by taking a step backward to 2e
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<blockquote data-quote="airwalkrr" data-source="post: 3030608" data-attributes="member: 12460"><p>Ok, I like this so much, I am going to attempt to tweak it. Here is my version. It allows for a little more customization and simplifies a few things. I also noted you forgot Decipher Script, which I folded into Lore.</p><p></p><p>Skills are merged as follows New Skill => Old skills</p><p></p><p>Alertness (Wis) => Listen, Spot</p><p>Athletics (Str) => Climb, Jump, Swim</p><p>Acrobatics (Dex) => Balance, Escape Artist, Tumble</p><p>Concentration (Con) (unchanged)</p><p>Chicanery (Int) => Disguise, Forgery</p><p>Craft (Int) => Craft (All skills in one group)</p><p>Disable Device (Int) => Disable Device, Open Locks</p><p>Gather Information (Cha) (unchanged)</p><p>Handle Animal (Cha) => Handle Animal, Ride</p><p>Heal (Wis) (unchanged)</p><p>Influence (Cha) => Bluff, Diplomacy, and Initimidate</p><p>Lore (Int) => Appraise, Decipher Script, and Knowledge (All skills, taken individually)</p><p>Perform (Cha) => (All skills, taken individually)</p><p>Search (Int) (unchanged)</p><p>Sleight of Hand (Dex) (unchanged)</p><p>Sense Motive (Wis) (unchanged)</p><p>Stealth (Dex) => Hide, Move Silently</p><p>Spellcraft (Int) (unchanged)</p><p>Survival (Wis) => Survival, Use Rope</p><p>Use Magic Device (Cha) (unchanged)</p><p></p><p>20 skills in all. All classes have a skill list and a number of skill points (note skill points means something different in this system). A character can be untrained, proficient, or mastered in a skill. If a character is untrained with a skill any check of the skill becomes a straight ability check. If a character is proficient he has a bonus equal to his (level +3) / 2, round down. If a character has mastered a skill he has a bonus equal to his level + 3. A character can gain proficiency or master in a skill either by spending skill points or expending feats. Proficiency is a prerequisite to mastery for all skills (Hence a wizard wanting to master stealth can do so at the cost of 2 feat slots - one for proficiency and one for mastery. Henceforth he'll be as stealthy as any rogue with equal dexterity).</p><p></p><p>[I don't wish to change the frequency of feats, although the idea of one every odd level has merit.]</p><p></p><p>The skills each class may purchase proficiency and mastery in are given below, as well as the number of skill points each class receives. One skill point grants a character proficiency in a skill while two skill points grants the character mastery in that skill. At 5th level in a class, and every 5 levels after that, a character gains a bonus skill point towards a skill in that class' skill list. Alternately, once a character has mastered a skill, he can take the Skill Focus feat which gives a +3 to checks with that skill as normal.</p><p></p><p>Languages take up one feat slot / language. A character starts with a number of bonus skill points OR languages equal to his intelligence bonus. If the character's intelligence modifier ever increases permanently (such as when gaining an ability score increase at 4th level), then the character gains a bonus skill point in any skill that is on his class list.</p><p></p><p>Also, I presume this system throws the rules for synergy out the window. However, I can imagine a way to rework synergy. Proficiency in a skill grants a +2 bonus to a related skill. Mastery grants a +4. Here is a list of synergies.</p><p></p><p>-Acrobatics has synergy with Perform and Sleight of Hand</p><p>-Alertness has synergy with Search and Stealth</p><p>-Influence has synergy with Chicanery, Gather Information, and Perform</p><p>-Lore has synergy with Spellcraft</p><p>-Search has synergy with Disable Device</p><p>-Sense Motive has synergy with Influence</p><p>-Survival has synergy with Heal</p><p></p><p>Here are the changes to the classes needed under this system (PH only)</p><p></p><p>Barbarian: 4 skill points--Alertness, Athletics, Craft, Handle Animal, Heal, and Survival.</p><p></p><p>Bard: 6 skill points--Acrobatics, Alertness, Athletics, Chicanery, Concentration, Craft, Gather Information, Influence, Lore, Perform, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device. Bards gain a +3 bonus on all Lore checks. Bards may spend skill points on languages instead. A bard must have proficiency in Perform to use countersong, fascinate, inspire courage, inspire competence, and suggestion. A bard must have mastery in Perform to use inspire greatness, song of freedom, inspire heroics, and mass suggestion.</p><p></p><p>Cleric: 2 skill points--Concentration, Craft, Heal, Influence, Lore, and Spellcraft.</p><p></p><p>Druid: 4 skill points--Alertness, Concentration, Craft, Handle Animal, Heal, Influence*, Lore (nature only), and Spellcraft.</p><p>*A druid is automatically treated as having mastery in influence against animals and proficient in influence against magical beasts.</p><p></p><p>Fighter: 2 skill points--Athletics, Craft, Heal, and Influence.</p><p></p><p>Monk: 4 skill points--Alertness, Acrobatics, Athletics, Concentration, Craft, Heal, Influence, Lore (religion only), Perform, Sense Motive, and Stealth.</p><p></p><p>Paladin: 2 skill points--Concentration, Craft, Handle Animal, Heal, Influence, Lore (religion only), and Sense Motive.</p><p></p><p>Ranger: 6 skill points--Alertness, Athletics, Concentration, Craft, Handle Animal, Heal, Lore (nature only), Search, Stealth, and Survival. [I wouldn't mind returning the Ranger's HD to d10, but if so, I would reduce his skill points to 4.]</p><p></p><p>Rogue: 8 skill points--Alertness, Athletics, Acrobatics, Chicanery, Craft, Disable Device, Gather Information, Influence, Lore (local only), Perform, Search, Sleight of Hand, Sense Motive, Stealth, Use Magic Device</p><p></p><p>Sorcerer: 2 skill points--Concentration, Craft, Influence, Lore (arcana only), Spellcraft.</p><p></p><p>Wizard: 2 skill points--Concentration, Craft, Lore, Spellcraft.</p><p></p><p>Once again, I really like this idea. Obviously, I have a slightly different direction to take it than the OP, but I think this idea is awesome! Thanks, Spoony Bard for coming up with it.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3030608, member: 12460"] Ok, I like this so much, I am going to attempt to tweak it. Here is my version. It allows for a little more customization and simplifies a few things. I also noted you forgot Decipher Script, which I folded into Lore. Skills are merged as follows New Skill => Old skills Alertness (Wis) => Listen, Spot Athletics (Str) => Climb, Jump, Swim Acrobatics (Dex) => Balance, Escape Artist, Tumble Concentration (Con) (unchanged) Chicanery (Int) => Disguise, Forgery Craft (Int) => Craft (All skills in one group) Disable Device (Int) => Disable Device, Open Locks Gather Information (Cha) (unchanged) Handle Animal (Cha) => Handle Animal, Ride Heal (Wis) (unchanged) Influence (Cha) => Bluff, Diplomacy, and Initimidate Lore (Int) => Appraise, Decipher Script, and Knowledge (All skills, taken individually) Perform (Cha) => (All skills, taken individually) Search (Int) (unchanged) Sleight of Hand (Dex) (unchanged) Sense Motive (Wis) (unchanged) Stealth (Dex) => Hide, Move Silently Spellcraft (Int) (unchanged) Survival (Wis) => Survival, Use Rope Use Magic Device (Cha) (unchanged) 20 skills in all. All classes have a skill list and a number of skill points (note skill points means something different in this system). A character can be untrained, proficient, or mastered in a skill. If a character is untrained with a skill any check of the skill becomes a straight ability check. If a character is proficient he has a bonus equal to his (level +3) / 2, round down. If a character has mastered a skill he has a bonus equal to his level + 3. A character can gain proficiency or master in a skill either by spending skill points or expending feats. Proficiency is a prerequisite to mastery for all skills (Hence a wizard wanting to master stealth can do so at the cost of 2 feat slots - one for proficiency and one for mastery. Henceforth he'll be as stealthy as any rogue with equal dexterity). [I don't wish to change the frequency of feats, although the idea of one every odd level has merit.] The skills each class may purchase proficiency and mastery in are given below, as well as the number of skill points each class receives. One skill point grants a character proficiency in a skill while two skill points grants the character mastery in that skill. At 5th level in a class, and every 5 levels after that, a character gains a bonus skill point towards a skill in that class' skill list. Alternately, once a character has mastered a skill, he can take the Skill Focus feat which gives a +3 to checks with that skill as normal. Languages take up one feat slot / language. A character starts with a number of bonus skill points OR languages equal to his intelligence bonus. If the character's intelligence modifier ever increases permanently (such as when gaining an ability score increase at 4th level), then the character gains a bonus skill point in any skill that is on his class list. Also, I presume this system throws the rules for synergy out the window. However, I can imagine a way to rework synergy. Proficiency in a skill grants a +2 bonus to a related skill. Mastery grants a +4. Here is a list of synergies. -Acrobatics has synergy with Perform and Sleight of Hand -Alertness has synergy with Search and Stealth -Influence has synergy with Chicanery, Gather Information, and Perform -Lore has synergy with Spellcraft -Search has synergy with Disable Device -Sense Motive has synergy with Influence -Survival has synergy with Heal Here are the changes to the classes needed under this system (PH only) Barbarian: 4 skill points--Alertness, Athletics, Craft, Handle Animal, Heal, and Survival. Bard: 6 skill points--Acrobatics, Alertness, Athletics, Chicanery, Concentration, Craft, Gather Information, Influence, Lore, Perform, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device. Bards gain a +3 bonus on all Lore checks. Bards may spend skill points on languages instead. A bard must have proficiency in Perform to use countersong, fascinate, inspire courage, inspire competence, and suggestion. A bard must have mastery in Perform to use inspire greatness, song of freedom, inspire heroics, and mass suggestion. Cleric: 2 skill points--Concentration, Craft, Heal, Influence, Lore, and Spellcraft. Druid: 4 skill points--Alertness, Concentration, Craft, Handle Animal, Heal, Influence*, Lore (nature only), and Spellcraft. *A druid is automatically treated as having mastery in influence against animals and proficient in influence against magical beasts. Fighter: 2 skill points--Athletics, Craft, Heal, and Influence. Monk: 4 skill points--Alertness, Acrobatics, Athletics, Concentration, Craft, Heal, Influence, Lore (religion only), Perform, Sense Motive, and Stealth. Paladin: 2 skill points--Concentration, Craft, Handle Animal, Heal, Influence, Lore (religion only), and Sense Motive. Ranger: 6 skill points--Alertness, Athletics, Concentration, Craft, Handle Animal, Heal, Lore (nature only), Search, Stealth, and Survival. [I wouldn't mind returning the Ranger's HD to d10, but if so, I would reduce his skill points to 4.] Rogue: 8 skill points--Alertness, Athletics, Acrobatics, Chicanery, Craft, Disable Device, Gather Information, Influence, Lore (local only), Perform, Search, Sleight of Hand, Sense Motive, Stealth, Use Magic Device Sorcerer: 2 skill points--Concentration, Craft, Influence, Lore (arcana only), Spellcraft. Wizard: 2 skill points--Concentration, Craft, Lore, Spellcraft. Once again, I really like this idea. Obviously, I have a slightly different direction to take it than the OP, but I think this idea is awesome! Thanks, Spoony Bard for coming up with it. [/QUOTE]
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