D&D 5E The new skill die (and other observations)

Kobold Stew

Last Guy in the Airlock
Supporter
The implementation of Skills in DDN changes significantly in the latest packet, and it seems worthwhile trying to make sense of what is here rather than simply proposing alternatives.

I’ll start by describing what I see, and then make some observations. Feel free to skip down.

1. The list is shortened. Twenty-two skills, only one of which cascades (Recall Lore). Somehow, Drive still makes the cut.

2. Skill names are verbed. It’s a plus for consistency, a minus for awkwardness.

3. Skills (unlike feats) are non-exclusive. Anyone can try to drive a cart; someone with training just adds 1-6 to the d20 roll.

4. Skills are framed primarily in terms of a single stat. Skills represent specialized training in a particular application of an ability check. There is some attempt at equal distribution, unless you are Constitution (which does have a number of intuitive applications for skill checks): STR – 4, INT – 2 (including Recall Lore), WIS – 5, DEX – 6, CON – zero, CHA – 5. [Heh: guess which edition I first played…]

5. There are two basic ways to improve an ability check, other than a high ability: Advantage and a Skill Die. Statistically, Advantage has the advantage in term so benefit, but “bounded accuracy” means that results never exceed what is possible for the untrained. This is now the mechanic used for Elven senses (Spot, Listen) and for a Cleric’s knowledge of religion. A skill die gives a bonus.

6. Improving an ability associated with a skill beyond this makes high demands on character concept, costing two feats: Skill Focus (which prevents very low results ever happening) and Skill Supremacy (which grants advantage as well as a skill die, assuming you don’t already have advantage through a class or race ability and also have skill Supremacy). Both these feats are bought on a skill-for skill basis.

7. All characters begin trained in 4 skills. The only exceptions are Rogues and Trickster Clerics (who get two more). Rogues are no longer skill monkeys: they have the equivalent of one feat (Superior Skill Training) but with limited choice. For these two skills only, “x mastery” means that they get an additional +1d6 (on top of the skill die). Any character can take Superior Skill Training as a feat, and be able to apply the skill die to two more skills.

8. Because you choose a Class (as associated abilities) before you choose a Background, there is never skill redundancy: background skills are suggested, and can be built around skills granted by being a Trickster cleric or Rogue.

9. The skill die improves as characters level. At levels 7, 12, and 17 players have a choice: either select another skill with which you have proficiency, or step up the die (giving on average, +1 to the roll).

10. Many features that were part of skills have become expert feats.

Okay – here are some thoughts:
* It’s a lot harder to become really good at a skill: to be the best animal handler takes a lot of work, and feat-heavy investment.

* The improvement to the skill die: while it’s fun to step up the die, the gain is pretty small, and [EDIT] the trade off is not clear to me.

* There’s a striking lack-of parallelism between the fighter and the rogue. The fighter gets three martial feats (with choice) over the course of 8 levels. The rogue gets three expert feats (as a package) at level 1. The martial feats of course will find more use in most games, but the sense of the skill-based rogue is fading. The “x Mastery” feature means that you’ll be better at two skills (only) than your peers, on average, but never enough to match a stepped-up difficulty.

* Parties now become a lot less dependent on rogues for skills, and many rogue abilities can be parceled out to other characters.

* I’ll admit that I really like “Break an Object” as a skill. I hope it’s something that half-orcs automatically get advantage with. It’s nice to have a career to fall back on.

To my eyes, these changes in the skill system is a big step backwards for the coolness of the Rogue. While there’s still the fun with backgrounds, there seems to be a significant weakening of the distinctive function and effectiveness that the rogue will have in play.

Thanks for bearing with me on this. What do you think? Are there other features of the skill system that appeal to you, or that you think can be improved?
 
Last edited:

log in or register to remove this ad

At level 10, a "specialist" rolls d20+d8+4 vs a level 1 specialist rolling d20+d6+3. The level 1 character wins a hair over 40% of the time..... which is kind of sad for the level 10 guy. At level 20 it gets a bit better perhaps as the comparison is d20+d12+5 vs d20+d6+3, with the level 1 character winning "only" 29% of the time.

Frankly, I think there needs to be a whole lot more scaling.
 

If you had told me any of the individual changes to the skills systems before I'd read this packet, I wouldn't have liked any of them. But with all of them in conjunction I see a very solid system that further reinforces the ability score based mechanics of the game. These are now standard uses of abilities scores that you can specialize in.

Skill training flows so naturally from the ability scores that I no longer feel that skills need to be optional in the basic game. Backgrounds might still be, but if races or classes want to add skill training to their list of abilities, I'm comfortable with that. (Give humans free skills.)
 

I also think this is a step back... or at least I don't like it much.

1. The list is shortened.

Dislike. I prefer the list of skills long and open-ended. This is not outrageously short, but it seems made for those who want a party of 4 to cover all possible skills, which IMHO is a little bit counter-intuitive to the idea that any party already covers all skills (except those that are "trained only", and now require feats instead of skills) because skills are just ability checks with a bonus. Not having the bonus doesn't prevent from trying the checks.

2. Skill names are verbed. It’s a plus for consistency, a minus for awkwardness.

Neutral. "Administer First Aid" sounds silly long, why not just "First Aid"? Also "Recall Lore" bleah... "Knowledge" or just "Lore" would be sufficient.

3. Skills (unlike feats) are non-exclusive. Anyone can try to drive a cart; someone with training just adds 1-6 to the d20 roll.

Like. I had absolutely nothing against exclusive skills in 3e, but I also have absolutely nothing against the opposite approach.

4. Skills are framed primarily in terms of a single stat.

Dislike. Ability-free skills felt so much better and so refreshing... I really wish to have one edition of D&D with them.

5. There are two basic ways to improve an ability check, other than a high ability: Advantage and a Skill Die. Statistically, Advantage has the advantage in term so benefit, but “bounded accuracy” means that results never exceed what is possible for the untrained. This is now the mechanic used for Elven senses (Spot, Listen) and for a Cleric’s knowledge of religion. A skill die gives a bonus.

Neutral, clearly this is now perfectly in line with 5e bounded accuracy.

Like the new mechanic for class skills because the advantage means less likely to fail but not able to get beyond normal DC, and IMHO this is a useful feature that still allows member of that class to choose whether they want also the skill dice bonus on that or rather something else.[/QUOTE]

Dislike the same for races, since in that case traditionally you'd want Elves who can see and hear things that humans cannot hear.

6. Improving an ability associated with a skill beyond this makes high demands on character concept, costing two feats: Skill Focus (which prevents very low results ever happening) and Skill Supremacy (which grants advantage as well as a skill die, assuming you don’t already have advantage through a class or race ability and also have skill Supremacy).

Like Skill Focus but Dislike Skill Supremacy because we have already too much stuff in the game granting advantage on something... permanent advantage should be given extremely sparingly (even tho disadvantage can negate that).

7. All characters begin trained in 4 skills. The only exceptions are Rogues and Trickster Clerics (who get two more). Rogues are no longer skill monkeys: they have the equivalent of one feat (Superior Skill Training) but with limited choice. For these two skills only, “x mastery” means that they get an additional +1d6 (on top of the skill die). Any character can take Superior Skill Training as a feat, and be able to apply the skill die to two more skills.

Neutral. Equal number of skills is fine for me, but I wouldn't object if it was otherwise. Still undecided on the Rogue thing... being over the top in 2 skills is good, but is it too much for bounded accuracy? Also 2 skills for a feat may be too much if the list is so short.

8. Because you choose a Class (as associated abilities) before you choose a Background, there is never skill redundancy: background skills are suggested, and can be built around skills granted by being a Trickster cleric or Rogue.

Like, it was the same in previous packets, being able to pick another skill when background and class or race give the same one, makes a lot of sense.

9. The skill die improves as characters level. At levels 7, 12, and 17 players have a choice: either select two more skills with which you have proficiency, or step up the die (giving on average, +1 to the roll).

Like, although still not completely sure about the skill dice mechanic, but can be fine. The progression is the same as before except 1st level. Very good to have an alternative for learning a new skill without using feats (btw it's just one new skill, not 2 IIRC).

10. Many features that were part of skills have become expert feats.

Dislike, at least for roguish skills... there should be a way to get these without feats.

* Parties now become a lot less dependent on rogues for skills, and many rogue abilities can be parceled out to other characters.

IIUC, this is true if the gaming group uses feats. If it doesn't, how can you ever get proficiency with Thieve's tools?
 

IIUC, this is true if the gaming group uses feats. If it doesn't, how can you ever get proficiency with Thieve's tools?

Speaking of which, does anyone else find it strange that the Guild Thief background gives a character a set of Thieve's tools, but not proficiency with them?
 

Speaking of which, does anyone else find it strange that the Guild Thief background gives a character a set of Thieve's tools, but not proficiency with them?

o/

The more I think about it, the more it looks like Backgrounds should provide an Expert feat for free. Guides and Bounty Hunters *need* Track, Guild Thief *needs* Open Locks, etc.
 

o/

The more I think about it, the more it looks like Backgrounds should provide an Expert feat for free. Guides and Bounty Hunters *need* Track, Guild Thief *needs* Open Locks, etc.

Then just give those skills in place of less necessary ones e.g. swim for guide, spot for bounty hunters and balance to guild thief.

By turning those skills into feats, they created a problem that now needs more feats to be solved. This just proves me that those skills shouldn't have been turned into feats.

Or more precisely, I don't have anything against those feats, I am against the fact that they are the only way to get those skills. So they can keep the feats, but they need to put those skills back to the skills list.
 



Then just give those skills in place of less necessary ones e.g. swim for guide, spot for bounty hunters and balance to guild thief.

By turning those skills into feats, they created a problem that now needs more feats to be solved. This just proves me that those skills shouldn't have been turned into feats.

Or more precisely, I don't have anything against those feats, I am against the fact that they are the only way to get those skills. So they can keep the feats, but they need to put those skills back to the skills list.

I agree that Track, Open Locks, Disarm Traps and Pick Pockets shouldn't be feats. (and Open Locks/Disarm Traps should be the same skill).
 

Remove ads

Top