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Untrained/trained Skills....Noooo!
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<blockquote data-quote="Remathilis" data-source="post: 3817192" data-attributes="member: 7635"><p>Ok, dispense with hypothetical and look at the math. What can a PC actually DO with these numbers.</p><p></p><p>Lets take Saga's numbers as written. The skill formula is 1/2 char level + attribute. Trained adds +5, Focusing another +5.</p><p></p><p>So with that...</p><p></p><p>Level Unt/Trn/Foc (+attribute)</p><p>01st: +00/+05/+10</p><p>05th: +02/+07/+12</p><p>10th: +05/+10/+15</p><p>15th: +07/+12/+17</p><p>20th: +10/+15/+20</p><p>25th: +12/+17/+22</p><p>30th: +15/+20/+25</p><p></p><p>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). </p><p></p><p>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). </p><p></p><p>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)</p><p></p><p><strong>Acrobatics: </strong>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).</p><p></p><p><strong>Climb: </strong>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. </p><p></p><p><strong>Deception: </strong>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.</p><p></p><p><strong>Endurance:</strong> 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). </p><p></p><p><strong>Gather Info:</strong> 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). </p><p></p><p><strong>Initiative:</strong> His initiative modifier for action is 1d20+5. He has the same chance to avoid a feint.</p><p></p><p><strong>Jump: </strong>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. </p><p></p><p><strong>Knowledge (Any):</strong> he can make common knowledge checks on a roll of 5 or more, but not expert knowledge at all (trained). </p><p></p><p><strong>Mechanics:</strong> Cannot Use. All elements are trained.</p><p></p><p><strong>Perception: </strong>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.</p><p></p><p><strong>Persuasion: </strong>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)</p><p></p><p><strong>Pilot:</strong> 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).</p><p></p><p><strong>Ride:</strong> 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. </p><p></p><p><strong>Stealth: </strong>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. </p><p></p><p><strong>Survival: </strong>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). </p><p></p><p><strong>Swim: </strong>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). </p><p></p><p><strong>Treat Injury:</strong> 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.</p><p></p><p><strong>Use Computer:</strong> 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. </p><p></p><p><strong>Use the Force: </strong>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.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3817192, member: 7635"] 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) [B]Acrobatics: [/B]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). [B]Climb: [/B]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. [B]Deception: [/B]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. [B]Endurance:[/B] 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). [B]Gather Info:[/B] 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). [B]Initiative:[/B] His initiative modifier for action is 1d20+5. He has the same chance to avoid a feint. [B]Jump: [/B]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. [B]Knowledge (Any):[/B] he can make common knowledge checks on a roll of 5 or more, but not expert knowledge at all (trained). [B]Mechanics:[/B] Cannot Use. All elements are trained. [B]Perception: [/B]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. [B]Persuasion: [/B]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) [B]Pilot:[/B] 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). [B]Ride:[/B] 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. [B]Stealth: [/B]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. [B]Survival: [/B]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). [B]Swim: [/B]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). [B]Treat Injury:[/B] 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. [B]Use Computer:[/B] 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. [B]Use the Force: [/B]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. [/QUOTE]
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