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Untrained/trained Skills....Noooo!

Ok, dispense with hypothetical and look at the math. What can a PC actually DO with these numbers.

Lets take Saga's numbers as written. The skill formula is 1/2 char level + attribute. Trained adds +5, Focusing another +5.

So with that...

Level Unt/Trn/Foc (+attribute)
01st: +00/+05/+10
05th: +02/+07/+12
10th: +05/+10/+15
15th: +07/+12/+17
20th: +10/+15/+20
25th: +12/+17/+22
30th: +15/+20/+25

So what does this mean? first off, a 10th level PC has the same chance as a FIRST LEVEL trained PC to complete a task untrained. So Bob the untrained climber is as good a climber as Suzie the Acrobat was 10 levels AGO. At Level 20, he's as good as the focused character was at FIRST LEVEL. At any equal level, there is a five or ten point gap at most (ability scores equal).

So What can a character (hypothetically) untrained in all skills do at, lets say 10th level. (right around the time he's as competent as a first level trained and 1/2 as competent as a first level focused)? (For sake of argument, he's got all 10s in his ability scores).

REMEMBER: He cannot take 10 on any of these, since he's untrained in all of them. He can take 20, at the normal time cost (x10 time unit)

Acrobatics: He needs to roll a 5 or better to cross a surface 8-15 CM wide. (DC 10). He can also wiggle out of bonds (1d20+5 vs. opponents dex check+10). He CANNOT cross difficult terrain with speed, fall prone, reduce falling damage, stand up from prone (without AoO), or Tumble. (all Trained).

Climb: He can climb a knotted rope/wall brace, (DC 0), either/or (DC 5) without fail, but must roll a 5 to climb very rough wall (DC 10), or a 10 to climb a surface with adequate hand/footholds (DC 15). He can make hand/foot holds on a roll of 10.

Deception: The character can make a deception check (1d20+5) vs an opponents perception roll (for lying, disguises, etc) with a modifier based on outlandishness. He can feint (1d20+5) vs an opponents initiative check.

Endurance: The character has to roll a 5 (+2 per hour) to make a forced march. He must roll a 5 (+2 per round) to hold his breath past his con score in rounds. He can ignore hunger an thirst with the same roll (5, +2 per day(hunger) or hour (thirst). He can run at x4 speed on a roll of 5. He can sleep in light armor on a 5, medium for 10, heavy for 15). Lastly, he can swim on a roll of 10 or greater (tread water on a 5).

Gather Info: He can learn major news on a roll of 5, but verify info on a roll of 15. He can learn secret info only on a 20, (if even). He can locate someone on a roll of 10 (easy) to 20 (hard).

Initiative: His initiative modifier for action is 1d20+5. He has the same chance to avoid a feint.

Jump: His roll +5 equals 1/3 his jump distance (so rolling a 9 total is 3 meters). He can make a high jump at DC = height x 12 in meters. He can jump down from a height of 3 meters with a roll of 10.

Knowledge (Any): he can make common knowledge checks on a roll of 5 or more, but not expert knowledge at all (trained).

Mechanics: Cannot Use. All elements are trained.

Perception: He can eavesdrop on a conversation on a roll of 5, but factors such as locale can raise that DC. He can hear ambient noise on a roll of 5. He can notice targets (not hiding) down to medium sized without a roll, but small or smaller is requires a roll of 5 or greater. He has a 1d20+5 chance to beat a stealth check for actively hiding targets. He can search for clues and hidden stuff on a roll of 10 or better (depending on the nature of the search). He can also use his 1d20+5 chance to find hidden objects on a person or sense deceptions. He can try to sense influenced characters (by supernatural powers) with a roll of 15.

Persuasion: He has a chance to persuade targets (will save + attitude modifier) to change their attitude. They can haggle with an indifferent merchant over the price of goods with a rll of 20, but 15 for friendly or 10 for helpful. He can intimidate someone vs. their will defense score. (10+level+modifiers)

Pilot: An untrained pilot avoids collisions on a roll of 10. He can make opposed rolls in a dogfight, or ram someone. He cannot engage an enemy or increase vehicle speed beyond limits (both trained).

Ride: A rider can guide with knees, or stay in the saddle with a roll of 5. He can use the mount as cover, soft fall from it, or leap with it on a roll of 10, and can control a mount in battle, or fast mount/dismount on a roll of 15.

Stealth: The character can hide items or his person, or perform a sleight of ahnd as a opposed perception check. He can try to pick a pocket, but he has 1d20+5 vs. the opponents perception +5 (effectively canceling out his level bonus). He can snipe, but his chance vs. the perception is 1d20-5.

Survival: He can make basic survival checks (for food & shelter for 24 hours) with a roll of 10 or better. He can endure extreme temps with a field kit and a roll of 15. He can sense cardinal direction with a roll of 5. He cannot track (trained).

Swim: Actually moving in water vs staying afloat (endurance). He can swim in calm water (roll of 5), rough water (roll of 10) and stormy water (roll of 15).

Treat Injury: He can administer first aid on an unconscious or wounded creature on a roll of 10 (and heal 1 hp for every point over). He can provide long term for only one creature (vs 6 if trained). He can heal damage on a roll of 15 (and don't fail). He cannot perform surgery, install a prosthetic, revive a fallen foe, treat disease, treat poison, or treat radiation.

Use Computer: He can establish a remote connection to a computer with a 5. The info gathered ranges from general (roll of 10) to private (roll 20) but he cannot get secret. He cannot astrogate, disable/erase programs, improve access to a computer, or reprogram a droid.

Use the Force: A force user who is untrained can only search his feelings (roll 10), sense surroundings (roll of 10) or sent a telepathic message (roll of 10 for same planet, 20 for same quadrant, cannot cross quadrants). He cannot use force powers, enter a force trance, move light objects, or sense the force.
 
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Not neccesarily on ANY of those fronts. I've got a 10th level wizard in a campaign
Well:
1. I was being all rhetorical.
2. In D&D 20th level (well 30th level in 4ed) is exponentially more powerful than a 10th level characters. Such characters are more powerful than a lot of gods in myth and fiction. Expecting them to be restrained by simple mundane things doesn't really fit with their massive power (one reason why I like playing low levels better in D&D).

Right. So how do you re-flavor the desert nomad fighter who's never seen more than a wellful of water in his life taking to water like a fish the first time he sees the ocean?
Well if its a normal D&D campaign its pretty much impossible to reach decently high levels without encountering water (if you desert nomad is fairly low level he'll still suck at swimming in 4e). If your campaign is exceptional (Dark Sun or something) make being able to swim (or climb or whatever) trained only. Problem solved.
 

Zurai said:
Right. So how do you re-flavor the desert nomad fighter who's never seen more than a wellful of water in his life taking to water like a fish the first time he sees the ocean?
You've never seem a 'natural' before? Sheesh...
 

Daztur said:
Well if its a normal D&D campaign its pretty much impossible to reach decently high levels without encountering water (if you desert nomad is fairly low level he'll still suck at swimming in 4e). If your campaign is exceptional (Dark Sun or something) make being able to swim (or climb or whatever) trained only. Problem solved.

... or I could just not use the silly, restrictive, player-choice-removing SAGA skill system. If I'm gonna house rule it, I'm going to do it the right way and keep the 3E skill system. Which is what I'm already planning to do anyway.
 

Zurai said:
I don't see him suddenly single-handedly leveling armies (considering that the only armies in this world are either made of dragons and half-dragons, or allied with him), crossing the continent (considering that the DM hasn't even mapped out the rest of the continent), taking inspiration from lemmings, or challenging God (considering this is a low-magic, no-planar-travel campaign where there weren't even NPC clerics until two sessions ago) in the remaining 10 levels til he hits 20.

No offense Zurai, but your not really playing D&D by the RAW. The PHB/DMG/MM assumes some things that obviously your game doesn't take into account (such as dragon armies, low magic, no clerics, etc). Obviously, your game works for you, and power on. But your arguing that "4e will not work because the rules will not sync up 100% with my special-case homebrew world". (Here's a hint, neither does 3.5 by the looks of it).

Truth is, MOST D&D games DO have one or more of Datzur's elements. The game ASSUMES it. (Why else are clerics and planar-travel magic in the PHB?) So the rules should accommodate that style of play. You (and other DMs like you) will just modify 4e the same way you did 3.5. However, don't argue that the rules shouldn't be changed because YOUR GAME doesn't work under those assumptions...
 

Mallus said:
You've never seem a 'natural' before? Sheesh...

Not among someone who has never in his entire life seen open water, and who quite probably assigns religious and/or cultural reverence to water. It'd be very similar to someone who lived underground their entire life suddenly seeing the open sky.
 

Zurai said:
... or I could just not use the silly, restrictive, player-choice-removing SAGA skill system. If I'm gonna house rule it, I'm going to do it the right way and keep the 3E skill system. Which is what I'm already planning to do anyway.

Good! Problem solved. You'll modify the rules to fit your worldview, and the rulebooks will now reflect mine. Win-Win, I must say...
 

BryonD said:
OK, so if the logic of what you said holds then a wizard should be able to climb 10 feet down a wall of force based on nothing more thoughtful than the point that they could survive falling off of it.
Not really. Sure, my analogy could lead to that, but my main point was: That wizard can survive a *lot* of punishment - I mean 100 ft. falls are not exactly trivial. To survive such falls regularily, he has either to be a pretty tough guy or a super-human being.

Or put it even more simple: A 20th-level wizard can fight better than a 1st- or 2nd-level fighter, can survive similar punishment, has a similar Fortitude save (i.e. resistance against physical attacks), can react faster than that fighter (see Reflex bonus), yet he cannot surpass his climbing skill?

Cheers, LT.
 

Zurai said:
Not among someone who has never in his entire life seen open water, and who quite probably assigns religious and/or cultural reverence to water. It'd be very similar to someone who lived underground their entire life suddenly seeing the open sky.

and the last time you played/DMed a character like that (in a normal, non-desert world like Dark Sun setting) was...?
 

Remathilis said:
No offense Zurai, but your not really playing D&D by the RAW. The PHB/DMG/MM assumes some things that obviously your game doesn't take into account (such as dragon armies, low magic, no clerics, etc). Obviously, your game works for you, and power on. But your arguing that "4e will not work because the rules will not sync up 100% with my special-case homebrew world". (Here's a hint, neither does 3.5 by the looks of it).

I never once made that claim. My claim, for the people who cannot be bothered to read it and instead insist on assigning me motivations:

SAGA-style skills remove player choice. Players are literally unable to play characters that are lacking proficiency in even a single area. They MUST play characters that are jacks-of-all-skills.

Truth is, MOST D&D games DO have one or more of Datzur's elements. The game ASSUMES it. (Why else are clerics and planar-travel magic in the PHB?) So the rules should accommodate that style of play. You (and other DMs like you) will just modify 4e the same way you did 3.5. However, don't argue that the rules shouldn't be changed because YOUR GAME doesn't work under those assumptions...

The rules accomodate that style of play just fine in 3.5 - especially since planar travel and clerics don't assume any skill useage whatsoever. Why should it be changed in a way that removes player choice? That's idiotic.
 

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