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
Some thoughts on skills.
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="Baron Opal II" data-source="post: 8917925" data-attributes="member: 6794067"><p>You know, I think this comes down to math, mostly, a degree of movie logic, and how special the PCs are.</p><p></p><p>How common are PCs? This lets you compare your average plainfolk with a first level PC. Are caravan guards 0-level Men-at-Arms or 1-2 level fighters? Are rulers at least 9th level in something, or are levels not directly relevant to rulership? Are the PCs the only team of particularly capable folks, or are there many teams roving about?</p><p></p><p>For me, Easy should have a 50% success rate with no bonus- we get that with a 10. Easy are things that you might see everyday as well as trades that are common. Barn raising is easy- takes a lot of people and some teamwork, but it is pretty straightforward with few steps. Building an actual house is hard, much more math and understanding of the flow of forces are involved.</p><p></p><p>Okay, we've defined easy, what's hard? With a DC of 20, random dude has a 1 in 20 chance, pretty poor. At 12th level, PB is only +4, applicable stat bonus would likely be +4. Let's say +10 with an additional magic item bonus, tool bonus, or something situational. We're at the same place as we were before, but now with something "hard" rather than "easy". Circling back to the actual question, what is "hard"?</p><p></p><p>Here's where movie logic comes into play. For physical things, the particularly dramatic or heroic parts of Die Hard, Rush Hour, Mission Impossible, &c. I think would be "hard". Anything where when the scene ends you smile and think to your self "that was awesome!" That's "hard". Also, Lipizanner shows, Cirque du Soliel, &c. I don't really want to go through every skill and give people what would be a hard definition for me, but that's where I would start.</p><p></p><p>I'm personally in the camp of defining ranks of skills, which I think would be untrained, proficient, expertise, &c. in 5e. Here, there are things you can just do or know, and rolls are usually only needed <em>in extremi</em>s. Here's a copy of my house rules for the healer's skill, gated by class or number of feats spent. Typical checks are 18+, easy is 12+.</p><p></p><p>* * * * * * * </p><p></p><p><strong><em><span style="font-size: 15px">Healing: </span></em></strong><span style="font-size: 15px">The character is especially skilled at treating wounds and diagnosing illnesses through the application of lore and natural law. Healers can attend to two patients plus their rank of healing per day (<em>i.e. 3-6</em>). A person can only benefit from a treatment once per day, staunching of wounds excepted. Healers can direct others of lesser rank similar to other crafters as mentioned under Apprenticeship, above.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><em>Apprentice</em>- Can identify, gather, prepare, and utilize herbal medicines. They can identify healing and sweet water potions. They can stabilize patients and restore 1d6 negative hit points, although the total can not go beyond 1 Health. On a successful check they can identify if an individual is poisoned, diseased, and if the malady is mundane or magical in nature. The healer can <em>delay poison</em>, <em>slow disease, </em>or improve healing through rest by 1d3 Grit for one day on a successful skill check of 12+.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><em>Fellowcraft</em>- Can prepare medicinal extracts that can be contained in a vial rather than an herb bundle. This includes being able to make yellow bandages, compound laudanum, and similar agents. They can staunch magical bleeding with a check. They can perform a non-magical <em>cure light wounds</em> on a successful check. If they can maintain a <em>delay poison</em> or <em>slow disease</em> effect for three days their patient will be cured.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><em>Master</em>- Healers at this rank can <em>neutralize poison, cure disease</em>, or <em>cure serious wounds </em>once each per patient with a successful check. A failed roll returns fellowcraft rank results. They may staunch wounds that magically bleed on a check of 12+. Maladies that mimic treatable conditions but require a <em>remove curse</em> can be suppressed or mitigated for one day with a successful check (<em>e.g.</em> mummy rot).</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><em>Grand Master</em>- Healers that reach this rare rank have skills that seem magical. They can prepare alchemical medicines. Maladies that require a <em>remove curse</em> can be treated with a standard check and a day's convalescence. They can perform <em>restoration</em>, <em>cure critical wounds, </em>or <em>revivify the dead</em>. Revivification allows the person to return to life if:</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">The patient has been dead less than one round per healer’s level (not rank) when they start.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">The healer can work uninterrupted for 1d4+3 rounds.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">The head, heart, and the body in general are not destroyed.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">The patient did not die of “old age”.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">The soul can return.</span></li> </ul><p><span style="font-size: 15px">If the above conditions are met, then the patient can return to life with a successful Constitution check but will have a week of recovery time.</span></p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8917925, member: 6794067"] You know, I think this comes down to math, mostly, a degree of movie logic, and how special the PCs are. How common are PCs? This lets you compare your average plainfolk with a first level PC. Are caravan guards 0-level Men-at-Arms or 1-2 level fighters? Are rulers at least 9th level in something, or are levels not directly relevant to rulership? Are the PCs the only team of particularly capable folks, or are there many teams roving about? For me, Easy should have a 50% success rate with no bonus- we get that with a 10. Easy are things that you might see everyday as well as trades that are common. Barn raising is easy- takes a lot of people and some teamwork, but it is pretty straightforward with few steps. Building an actual house is hard, much more math and understanding of the flow of forces are involved. Okay, we've defined easy, what's hard? With a DC of 20, random dude has a 1 in 20 chance, pretty poor. At 12th level, PB is only +4, applicable stat bonus would likely be +4. Let's say +10 with an additional magic item bonus, tool bonus, or something situational. We're at the same place as we were before, but now with something "hard" rather than "easy". Circling back to the actual question, what is "hard"? Here's where movie logic comes into play. For physical things, the particularly dramatic or heroic parts of Die Hard, Rush Hour, Mission Impossible, &c. I think would be "hard". Anything where when the scene ends you smile and think to your self "that was awesome!" That's "hard". Also, Lipizanner shows, Cirque du Soliel, &c. I don't really want to go through every skill and give people what would be a hard definition for me, but that's where I would start. I'm personally in the camp of defining ranks of skills, which I think would be untrained, proficient, expertise, &c. in 5e. Here, there are things you can just do or know, and rolls are usually only needed [I]in extremi[/I]s. Here's a copy of my house rules for the healer's skill, gated by class or number of feats spent. Typical checks are 18+, easy is 12+. * * * * * * * [B][I][SIZE=4]Healing: [/SIZE][/I][/B][SIZE=4]The character is especially skilled at treating wounds and diagnosing illnesses through the application of lore and natural law. Healers can attend to two patients plus their rank of healing per day ([I]i.e. 3-6[/I]). A person can only benefit from a treatment once per day, staunching of wounds excepted. Healers can direct others of lesser rank similar to other crafters as mentioned under Apprenticeship, above. [I]Apprentice[/I]- Can identify, gather, prepare, and utilize herbal medicines. They can identify healing and sweet water potions. They can stabilize patients and restore 1d6 negative hit points, although the total can not go beyond 1 Health. On a successful check they can identify if an individual is poisoned, diseased, and if the malady is mundane or magical in nature. The healer can [I]delay poison[/I], [I]slow disease, [/I]or improve healing through rest by 1d3 Grit for one day on a successful skill check of 12+. [I]Fellowcraft[/I]- Can prepare medicinal extracts that can be contained in a vial rather than an herb bundle. This includes being able to make yellow bandages, compound laudanum, and similar agents. They can staunch magical bleeding with a check. They can perform a non-magical [I]cure light wounds[/I] on a successful check. If they can maintain a [I]delay poison[/I] or [I]slow disease[/I] effect for three days their patient will be cured. [I]Master[/I]- Healers at this rank can [I]neutralize poison, cure disease[/I], or [I]cure serious wounds [/I]once each per patient with a successful check. A failed roll returns fellowcraft rank results. They may staunch wounds that magically bleed on a check of 12+. Maladies that mimic treatable conditions but require a [I]remove curse[/I] can be suppressed or mitigated for one day with a successful check ([I]e.g.[/I] mummy rot). [I]Grand Master[/I]- Healers that reach this rare rank have skills that seem magical. They can prepare alchemical medicines. Maladies that require a [I]remove curse[/I] can be treated with a standard check and a day's convalescence. They can perform [I]restoration[/I], [I]cure critical wounds, [/I]or [I]revivify the dead[/I]. Revivification allows the person to return to life if:[/SIZE] [LIST] [*][SIZE=4]The patient has been dead less than one round per healer’s level (not rank) when they start.[/SIZE] [*][SIZE=4]The healer can work uninterrupted for 1d4+3 rounds.[/SIZE] [*][SIZE=4]The head, heart, and the body in general are not destroyed.[/SIZE] [*][SIZE=4]The patient did not die of “old age”.[/SIZE] [*][SIZE=4]The soul can return.[/SIZE] [/LIST] [SIZE=4]If the above conditions are met, then the patient can return to life with a successful Constitution check but will have a week of recovery time.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Some thoughts on skills.
Top