Skills..

Raven Swords

First Post
Any one thought about changing the skill system to make it more customizable?


Thoughts so far:



Each class has listed
a number of skills it is trained in.
a number of skills it is not trained in (untrained).
one or more class skills which must be maxed out at 1st level.
a number of skill points at first level.
a number of skill points gained at each level.
Trained skills can be left without any skill points or you may add up to your level +5 skill points to each skill using your pool.
Untrained skills can be raised to half your level using skill points.


Feats work as described in the phb with the exception of Skill Training which also allows you to spend skill points up to your level +5.


The skills described in the phb are focussed soaly on adventuring and heroic enterprise. Obviously a number of other skills exist in the world and should a player choose to take the time to study them, diverting her resources from the skills more likely to save their life the following could be considered…


Artifice
A skill for crafting, designing, sketching and inventing. Masters of the artifice skill are the Da'Vinci of their world and can spend there time building clever, odd or dangerous machines. You can use the artifice skill to identify strange machines, to operate machines, to build machines and to repair machines. You can also identify constructs and golems.


Alchemist
Potions, poisons, drugs, altering the properties of natural materials. The skills of an Alchemist can seem almost supernatural, require a razor sharp mind and can be dangerous to practice. You can use the alchemist skill to identify strange substances, to concoct potions, poisons, drugs or treatments. You can also identify oozes.


Performance
Acting, dancing, singing and making music. Masters of the performance skill entertain and distract, tell stories and make you laugh. You can use performance to distract, obfuscate, entertain and educate.

 

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I am considering letting characters take 2 or 3 extra "hobby skills" and occasionally gaining new ones, maybe once per tier. Since the skills don't apply in adventuring situations, they mainly exist as background information for the character. I might occasionally allow hobby skills to be useful in skill challenges as secondary skills (through "Reward Clever Ideas" on DMG 75).

Major additions to the skill lists could throw off game balance, especially if you start making them primary skills for skill challenges.
 

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