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Trying to incorporate the *5E* ability score checks for skills into 4E
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<blockquote data-quote="Unwise" data-source="post: 5803901" data-attributes="member: 98008"><p>I have actually been using a system like this for some time. It is a lot like the Star Wars d6 system, that I thought was great. My current campaign is not using it as the PCs don't mind having a limited selection of skills. My previous group had come from Rolemaster and found the skill list restrictive.</p><p></p><p>When using this system. The character sheets look like this (In this example, a pirate PC):</p><p></p><p>Strength 14</p><p>Climbing +6</p><p>-------------------</p><p>-------------------</p><p></p><p></p><p>Dexterity 16</p><p>Sneak +4</p><p>Sailing +8</p><p>--------------</p><p></p><p></p><p>Wisdom 11</p><p>Perception +3</p><p>Area Knowledge: Sword Coast +12</p><p>--------------</p><p></p><p></p><p>Intelligence 13</p><p>Navigation +8</p><p>--------------</p><p>--------------</p><p></p><p></p><p>The combination of stat and skill bonus sets the effective stat for the purposes of the roll.</p><p></p><p>Skills are divided into three catagories: Broad, Narrow and Specialised. Pulling numbers out of the air, training a skill would give you +5 to a broad skill (eg Nature), +8 to a narrow skill (Survival) or +12 to specific skill (Jungle Survival). Or like in the example above, if you can be trained in 4 skills, that equals 20 skill points. +1 to a broad skill costs 1. 1 point in a narrow skill is gives 1.5 and specific skills give 2 per point spent. The numbers are all just made up, but you get the idea. My players wanted very specific skills, so I later made broad skills unfeasibly expensive to increase.</p><p></p><p>On top of this, you can buy conditional bonuses, once again in the same three catagories. So you can get a general bonus to all social skills while in a pub or party. You can get a bonus to all lore skills related to forests (making it easy for the otherwise dull elf to know about all the woodland creatures and plants), or all physical skills while in a forest (the elf is much better at walking quietly and climbing trees than walking on cobblestones and climbing guttering).</p><p></p><p>This allows a dumb ogre to actually be an expert on his local region and wilderness survival. It allows the dull veteran fighter to be great at first aid, even if he knows nothing about medicine or healing diseases. In my campaign, everybody invested in sailing skills to some extent and they all ended up good at them, despite not investing much.</p><p></p><p>The system worked really well and I liked it. It was a fix for a problem that my current group does not have though, so it has been a while since I used it.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5803901, member: 98008"] I have actually been using a system like this for some time. It is a lot like the Star Wars d6 system, that I thought was great. My current campaign is not using it as the PCs don't mind having a limited selection of skills. My previous group had come from Rolemaster and found the skill list restrictive. When using this system. The character sheets look like this (In this example, a pirate PC): Strength 14 Climbing +6 ------------------- ------------------- Dexterity 16 Sneak +4 Sailing +8 -------------- Wisdom 11 Perception +3 Area Knowledge: Sword Coast +12 -------------- Intelligence 13 Navigation +8 -------------- -------------- The combination of stat and skill bonus sets the effective stat for the purposes of the roll. Skills are divided into three catagories: Broad, Narrow and Specialised. Pulling numbers out of the air, training a skill would give you +5 to a broad skill (eg Nature), +8 to a narrow skill (Survival) or +12 to specific skill (Jungle Survival). Or like in the example above, if you can be trained in 4 skills, that equals 20 skill points. +1 to a broad skill costs 1. 1 point in a narrow skill is gives 1.5 and specific skills give 2 per point spent. The numbers are all just made up, but you get the idea. My players wanted very specific skills, so I later made broad skills unfeasibly expensive to increase. On top of this, you can buy conditional bonuses, once again in the same three catagories. So you can get a general bonus to all social skills while in a pub or party. You can get a bonus to all lore skills related to forests (making it easy for the otherwise dull elf to know about all the woodland creatures and plants), or all physical skills while in a forest (the elf is much better at walking quietly and climbing trees than walking on cobblestones and climbing guttering). This allows a dumb ogre to actually be an expert on his local region and wilderness survival. It allows the dull veteran fighter to be great at first aid, even if he knows nothing about medicine or healing diseases. In my campaign, everybody invested in sailing skills to some extent and they all ended up good at them, despite not investing much. The system worked really well and I liked it. It was a fix for a problem that my current group does not have though, so it has been a while since I used it. [/QUOTE]
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