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<blockquote data-quote="Stormonu" data-source="post: 9276449" data-attributes="member: 52734"><p>Been doing some work on my homebrew rules and had been contemplating some changes to the skill rules. I'm adding a few (Melee Combat, Ranged Combat, Armor, Endurance, Arcane Spellcasting, Divine Spellcasting) and changing up Expertise slightly so that it only applies to a subset of a skill (and adding Mastery). What I'm contemplating is below. I'd like feedback and thoughts on what I have here. Note: I generally only play up to 10th level, monster/opponents might be used up to CR 15 or so.</p><p></p><p>Also, as I'm turning spellcasting (and thus save DCs) and combat rolls into Skill rolls, I'm a little leery on the current Expertise rule, and wondering if it might be better as a flat bonus (about +2) or 1/2 your proficiency bonus (so +1 to +3). </p><p></p><p>As a side note, AC under this would be calculated as 8 + Armor + Armor skill (based on Con). "No Armor" (which is a proficiency all classes get), "Light Armor" and some of the "Medium Armors" have the Flexible property, allowing you to use Dexterity instead of Con.</p><p></p><p>As for monsters, I would expect that only elite (named) monsters would likely have Expertise themselves, and solo/boss/legendary creatures might have Expertise or possibly Mastery to use against PCs.</p><p></p><p>----------------------------</p><p>Skills are important to characters as they help to define what a given individual is capable or incapable of performing.</p><p></p><p><strong>Non-Proficient</strong> A character who is not proficient in a skill and does not have the skill on their class or background list of skills does not add their ability score bonus or proficiency bonus to the skill roll - it is a straight flat d20 roll.</p><p></p><p><strong>Familiar</strong> If a skill is on your character’s class or background list of potential skills, you are considered to have familiarity with the skill. In this case, you add your ability score modifier (if any) to the roll.</p><p></p><p><strong>Proficient</strong> Characters who are proficient in a skill add their proficiency bonus and their full ability score modifier to the total.</p><p></p><p><strong>Expertise</strong> When you gain expertise in a skill, choose a subskill from the appropriate list for each skill. When you perform skill checks involving the subskill you add your ability modifier and twice your proficiency bonus to the result. You otherwise act as you have proficiency with the skill, allowing you to add your proficiency bonus and ability score modifier to the total. If you have a negative ability modifier, you instead treat it as 0 when you use the skill.</p><p></p><p><strong>Mastery</strong> If you have mastery of a skill, you gain the benefits of expertise with the skill. Also, once per short rest you can choose to automatically succeed on a skill test with the skill. Furthermore, if you are not rushed or under pressure, you can choose to change the result of the d20 roll to equal 10.</p><p></p><p>Listed below is a list of skills according to the ability they are normally associated with. A list of expertise subskills is listed for each skill.</p><p></p><h3>Strength</h3><p><strong>Athletics:</strong> Climbing, Break, Grapple, Jumping, Lifting, Swimming</p><p><strong>Melee Combat:</strong> Axes, Bludgeoning, Martial, One-handed, Piercing, Polearms, Slashing, Swords, Simple, Two-handed</p><h3>Dexterity</h3><p><strong>Acrobatics:</strong> Balance, Escape, Squeeze, Tumble</p><p><strong>Ranged Combat:</strong> Martial, Simple, Thrown</p><p><strong>Sleight of Hand:</strong> Conceal, Palm, Trickery</p><p><strong>Stealth:</strong> Hide, Silence, Surprise</p><h3>Constitution</h3><p><strong>Armor: </strong>Heavy, Light, Medium, Unarmored</p><p><strong>Endurance:</strong> Concentration, Hold Breath, Resistance, Revival, Stamina</p><h3>Intelligence</h3><p><strong>Arcana:</strong> Aberrations, Alchemy, Existential (Planar Group), Spellcraft, Traditions (Specific Group)</p><p><strong>Arcane Spellcasting:</strong> Abjuration, Conjuration, Divination, Elementalism, Enchantment, Evocation, Illusion, Necromancy, Transmutation</p><p><strong>Investigation:</strong> Deduction, Factfinding, Interrogation</p><p><strong>Language:</strong>(Specific Group)</p><p><strong>Lore: </strong>Ancient, Legendary, Mechanics, Monstrosities, Recent, Regional (Specific Region), Science (Specific Group), Tactics</p><p><strong>Religion:</strong> Afterlife, Celestials, Fiends, Rituals, Spellcraft, Traditions (Specific Group)</p><p><strong>Nature:</strong> Beasts, Fey, Plants, Terrain (Specific Group), Seasons, Weather</p><h3>Wisdom</h3><p><strong>Animal Handling:</strong> Command, Husbandry, Ride, Train</p><p><strong>Divine Spellcasting:</strong> Abjuration, Conjuration, Divination, Domain (Specific Domain), Enchantment, Healing, Illusion, Necromancy, Primal, Transmutation</p><p><strong>Insight:</strong> Empathy, Familiarity, Humanoids, Intuition, Protocol, Tact</p><p><strong>Medicine:</strong> Diagnose, Herbalism, Stabilize, Treatment, Undead</p><p><strong>Perception:</strong>Listen, Smell, Spot, Taste</p><p><strong>Survival:</strong> Camping, Hunting, Tracking, Trailblazing</p><h3>Charisma</h3><p><strong>Deception: </strong>Cheat, Disguise, Gamble, Fast-talk, Lie, Misdirect</p><p><strong>Intimidation:</strong> Blackmail, Bully, Insinuate, Pry, Torture, Violence</p><p><strong>Performance: </strong>Act, Dance, Orate, Play Musical Instrument (Specific Group), Sing, Storytelling</p><p><strong>Persuasion:</strong> Bargain, Command, Gossip, Influence, Mingle, Persuade</p><h3>Unmatched</h3><p><strong>Profession: </strong>(Specific)</p><p>_</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9276449, member: 52734"] Been doing some work on my homebrew rules and had been contemplating some changes to the skill rules. I'm adding a few (Melee Combat, Ranged Combat, Armor, Endurance, Arcane Spellcasting, Divine Spellcasting) and changing up Expertise slightly so that it only applies to a subset of a skill (and adding Mastery). What I'm contemplating is below. I'd like feedback and thoughts on what I have here. Note: I generally only play up to 10th level, monster/opponents might be used up to CR 15 or so. Also, as I'm turning spellcasting (and thus save DCs) and combat rolls into Skill rolls, I'm a little leery on the current Expertise rule, and wondering if it might be better as a flat bonus (about +2) or 1/2 your proficiency bonus (so +1 to +3). As a side note, AC under this would be calculated as 8 + Armor + Armor skill (based on Con). "No Armor" (which is a proficiency all classes get), "Light Armor" and some of the "Medium Armors" have the Flexible property, allowing you to use Dexterity instead of Con. As for monsters, I would expect that only elite (named) monsters would likely have Expertise themselves, and solo/boss/legendary creatures might have Expertise or possibly Mastery to use against PCs. ---------------------------- Skills are important to characters as they help to define what a given individual is capable or incapable of performing. [B]Non-Proficient[/B] A character who is not proficient in a skill and does not have the skill on their class or background list of skills does not add their ability score bonus or proficiency bonus to the skill roll - it is a straight flat d20 roll. [B]Familiar[/B] If a skill is on your character’s class or background list of potential skills, you are considered to have familiarity with the skill. In this case, you add your ability score modifier (if any) to the roll. [B]Proficient[/B] Characters who are proficient in a skill add their proficiency bonus and their full ability score modifier to the total. [B]Expertise[/B] When you gain expertise in a skill, choose a subskill from the appropriate list for each skill. When you perform skill checks involving the subskill you add your ability modifier and twice your proficiency bonus to the result. You otherwise act as you have proficiency with the skill, allowing you to add your proficiency bonus and ability score modifier to the total. If you have a negative ability modifier, you instead treat it as 0 when you use the skill. [B]Mastery[/B] If you have mastery of a skill, you gain the benefits of expertise with the skill. Also, once per short rest you can choose to automatically succeed on a skill test with the skill. Furthermore, if you are not rushed or under pressure, you can choose to change the result of the d20 roll to equal 10. Listed below is a list of skills according to the ability they are normally associated with. A list of expertise subskills is listed for each skill. [HEADING=2]Strength[/HEADING] [B]Athletics:[/B] Climbing, Break, Grapple, Jumping, Lifting, Swimming [B]Melee Combat:[/B] Axes, Bludgeoning, Martial, One-handed, Piercing, Polearms, Slashing, Swords, Simple, Two-handed [HEADING=2]Dexterity[/HEADING] [B]Acrobatics:[/B] Balance, Escape, Squeeze, Tumble [B]Ranged Combat:[/B] Martial, Simple, Thrown [B]Sleight of Hand:[/B] Conceal, Palm, Trickery [B]Stealth:[/B] Hide, Silence, Surprise [HEADING=2]Constitution[/HEADING] [B]Armor: [/B]Heavy, Light, Medium, Unarmored [B]Endurance:[/B] Concentration, Hold Breath, Resistance, Revival, Stamina [HEADING=2]Intelligence[/HEADING] [B]Arcana:[/B] Aberrations, Alchemy, Existential (Planar Group), Spellcraft, Traditions (Specific Group) [B]Arcane Spellcasting:[/B] Abjuration, Conjuration, Divination, Elementalism, Enchantment, Evocation, Illusion, Necromancy, Transmutation [B]Investigation:[/B] Deduction, Factfinding, Interrogation [B]Language:[/B](Specific Group) [B]Lore: [/B]Ancient, Legendary, Mechanics, Monstrosities, Recent, Regional (Specific Region), Science (Specific Group), Tactics [B]Religion:[/B] Afterlife, Celestials, Fiends, Rituals, Spellcraft, Traditions (Specific Group) [B]Nature:[/B] Beasts, Fey, Plants, Terrain (Specific Group), Seasons, Weather [HEADING=2]Wisdom[/HEADING] [B]Animal Handling:[/B] Command, Husbandry, Ride, Train [B]Divine Spellcasting:[/B] Abjuration, Conjuration, Divination, Domain (Specific Domain), Enchantment, Healing, Illusion, Necromancy, Primal, Transmutation [B]Insight:[/B] Empathy, Familiarity, Humanoids, Intuition, Protocol, Tact [B]Medicine:[/B] Diagnose, Herbalism, Stabilize, Treatment, Undead [B]Perception:[/B]Listen, Smell, Spot, Taste [B]Survival:[/B] Camping, Hunting, Tracking, Trailblazing [HEADING=2]Charisma[/HEADING] [B]Deception: [/B]Cheat, Disguise, Gamble, Fast-talk, Lie, Misdirect [B]Intimidation:[/B] Blackmail, Bully, Insinuate, Pry, Torture, Violence [B]Performance: [/B]Act, Dance, Orate, Play Musical Instrument (Specific Group), Sing, Storytelling [B]Persuasion:[/B] Bargain, Command, Gossip, Influence, Mingle, Persuade [HEADING=2]Unmatched[/HEADING] [B]Profession: [/B](Specific) _ [/QUOTE]
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