CubicsRube
Hero
It seems to me that one pf the most fundamental or radical ways you could change the feeling of 5e without recreating the wheel would be to create a different set of proficiencies for characters to select.
Consider something like the below:
1. Athletics - climbing, swimming, jumping, falling, using brute force
2. Hunting - tracking, ambushing and stealth in natural environments
3. Skullduggery - stealth in caves, dungeons amd and cities, pickpocketing and eavesdroping
4. Arcana - knowledge or various magics, abberations and monstrosities
5. Religion - knowledge of religions, celestials and fiends
6. Nature - knowledge of natural beasts and flora, animal handling
7. Heraldry - knowledge of politics, law and court ettiquette, gain entrance to see important people, argue the law in your favour
8. Mercantilism - valuation of treasure, ability to sell at a good price, finding sellers of unusual or exotic items, knowing how to find people
9. Herbalism - create healing poultices and potions, identify illnesses
10. Alchemy - create alchemists fire, poisons and explosives
11. Coerce - intimidate directly, frighten or trick others into doing what you want. Can be subtle or blunt
12. Charm - getting others to like you, and asking them to do you favours
13. Inspire - boost morale of those around you and appealing to others better natures to act or aid
14. Empathise - to understand others emotions and to detect lies
Some items have been combined and split in different ways (such as two ways of doing stealth etc). Now I'm not suggesting the above set is better than 5e and it's not what I would settle into and use as a final set, but I feel like it would encourage a game with these proficiencies in a different direction. What do you think?
A more radical system would include something like:
1. Arctic - physical movement, stealth, knowledge, survival, etc
2. Coast - as above
3. Desert - as above
4. Forest - as above
5. Grassland - as above
6. Mountain - as above
7. Swamp - as above
8. Underdark- as above
9. Nobility - charming, intimidating, deceiving, insight, knowledge checks, etc
10. Peasantry - as above
11. Military - as above
12. Guilds (merchants and artisans) - as above
13. Travellers (including artists and bards) - as above
14. Criminals - as above
15. Woods people (including druids) - as above
16. Clergy (all religions) - as above
17. Wizardry (including cults) - as above
The mix obviously could be adjusted per campaign, but it would i think create a massive shift in thnking about how the game was played and tie it in to the world. One character may be a specialist in talking to nobles while the other is better and dealing with criminals etc (so it's not always the bard doing the talking), one class may he the best tracker and at stealth in coastal areas while another is better at moving around and surviving in a swamp.
I'm not expecting people to like this way and I'm not suggesting that it be adopted. Im curious in fact with what kind of crazy or different proficiency sets you would all come up with.
So. What would you come up with?
Consider something like the below:
1. Athletics - climbing, swimming, jumping, falling, using brute force
2. Hunting - tracking, ambushing and stealth in natural environments
3. Skullduggery - stealth in caves, dungeons amd and cities, pickpocketing and eavesdroping
4. Arcana - knowledge or various magics, abberations and monstrosities
5. Religion - knowledge of religions, celestials and fiends
6. Nature - knowledge of natural beasts and flora, animal handling
7. Heraldry - knowledge of politics, law and court ettiquette, gain entrance to see important people, argue the law in your favour
8. Mercantilism - valuation of treasure, ability to sell at a good price, finding sellers of unusual or exotic items, knowing how to find people
9. Herbalism - create healing poultices and potions, identify illnesses
10. Alchemy - create alchemists fire, poisons and explosives
11. Coerce - intimidate directly, frighten or trick others into doing what you want. Can be subtle or blunt
12. Charm - getting others to like you, and asking them to do you favours
13. Inspire - boost morale of those around you and appealing to others better natures to act or aid
14. Empathise - to understand others emotions and to detect lies
Some items have been combined and split in different ways (such as two ways of doing stealth etc). Now I'm not suggesting the above set is better than 5e and it's not what I would settle into and use as a final set, but I feel like it would encourage a game with these proficiencies in a different direction. What do you think?
A more radical system would include something like:
1. Arctic - physical movement, stealth, knowledge, survival, etc
2. Coast - as above
3. Desert - as above
4. Forest - as above
5. Grassland - as above
6. Mountain - as above
7. Swamp - as above
8. Underdark- as above
9. Nobility - charming, intimidating, deceiving, insight, knowledge checks, etc
10. Peasantry - as above
11. Military - as above
12. Guilds (merchants and artisans) - as above
13. Travellers (including artists and bards) - as above
14. Criminals - as above
15. Woods people (including druids) - as above
16. Clergy (all religions) - as above
17. Wizardry (including cults) - as above
The mix obviously could be adjusted per campaign, but it would i think create a massive shift in thnking about how the game was played and tie it in to the world. One character may be a specialist in talking to nobles while the other is better and dealing with criminals etc (so it's not always the bard doing the talking), one class may he the best tracker and at stealth in coastal areas while another is better at moving around and surviving in a swamp.
I'm not expecting people to like this way and I'm not suggesting that it be adopted. Im curious in fact with what kind of crazy or different proficiency sets you would all come up with.
So. What would you come up with?