IDEA: Expanded skills

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Barking_Wilder's picture
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IDEA: Expanded skills

Heres one for y'all then.

Skill points that are decided based on your stats!

But Barking, we already have that, they are based on Intelligence!

Yes, Mr Voice in my Head, but what im talking about is skill points based on different attributes. Am I the only one who thinks being intelligent shouldnt effect how well you climb? On the flipside, Barbarians are normally pretty dumb but that doesnt mean they cant climb well does it?

True, you crazy xaositect, but that is why said Barbarian would add his strength bonus to the climb check

Touche Me Voice in my Head, but what I propose is that we work together with the nice boys, girls and neutral gender people here to completely revolutionize (spelling?) the way skills are handled.

For example, a fighter would potentially have all of his strength based skills give him skill points in strength based skills equal to say 6 + Strength Bonus whilst his Intelligence or Wisdom based skills would be 2 + Int/Wis bonus. That means a fighter gets more points to spend on skills that reflect his physical strength and less on his intelligence based skills (because he isnt overly smart, just a sword swinger).

Your crazy, that just over complicates things

Indeed I am crazy, but for someone looking for something to do that might have a big impact it is a good project to have a shot at. To balance things out...I dont know, we could NOT add stat bonuses to the final skill number or something. Seeing as how it has already been used to calculate the number of points.

Honestly though people, is this a totally crazy idea? Im just spitballing at the minute and it is likely complex. But then again, transferring from 2e to 3e was complex when we first did it. We (majoratively) got over that didnt we?

Let me know what you think anyway, criticism respected but never welcome Sticking out tongue lol

Narfi Ref's picture
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IDEA: Expanded skills

I've thought about doing something like this as well. If I were to do this, then I would say that each character gets a number of skill points to spend on skills related to a particular ability equal to the character's modifier in said ability (minimum 0) plus a number of generic points equal to half the official number of points normally given for the class (eg. Fighter's and Wizards get 1 each, Rogues get 4), plus the total of all negative ability modifiers the character has, plus 1 (if human), minimum 0.

The problem with doing this, for me anyway, is that I like to mix up ability/skill pairings occasionally, like requiring a Wisom + Concentration check to control chaos matter, or a Dexterity + Jump check for a particularly tricky landing, or using a multitude of different abilities for Intimidate.

Barking_Wilder's picture
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IDEA: Expanded skills

Well what im talking about is basically using common sense rules for appropriate skills. It just doesnt make sense to me that being clever helps you climb. Then again, making a jump check to clear a gap...I would call for a balance check if the player only just made it or if the ground was unstable or soft/crumbly.

Perhaps we could have Strength dictating Jump for combat oriented classes (Fighter, Barbarian, Paladin) and Dexterity for acrobatic classes (monk, rogue, bard etc)

If I get the time I might sketch out some ideas...if I get time :s lol

Jack of tears's picture
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re

In my home brewed system - based on DnD, and a few others - I use a skill grouping method. All skills are divided between Skullduggary, Athletic, Combat, Mystical, General, Artistic, and Scholarly categories. Each class is then given a set of numbers (such as 4,3,2,2,1,1,0) which it can assign to each of these categories at character creation.

Henceforth, the character receives this many skill points under that heading each level. This not only allows players to personalize the way their characters develope, skill wise, but also insures that each character will have a wider variety of skills.

Thus, fighters won't only have combat skills because the most they can assign to such are 4 pnts, then they must make purchases under the other headings. (Thus a fighter might have 4 in combat, 3 in athletic, 2 in artistic, 2 in sculduggary, 1 in general, 1 in scholarly, and none in mystical)

Mind you, in my system there are skills which still cost more than 1 point to purchase (though they are only 1 pnt to improve thereafter) so one might need to reduce the numbers a little to reflect that initial skill costs are cheaper in 3E.

We do add a bonus at first level for high intelligence, but that is a one time thing - so players might have a broader or better grasp of skills right off. After that statistics are only important when used for skill checks.

As you can see, using this method also prevents the system from forcing vast generalities (such as "all fighters are going to have high combat and low scholarly knowledge") on the players. (since, by this method one could make a very scholarly or artistic warrior) As hit points, combat modifiers for level, saving throws, armor restrictions, etc. still keep each class different from one another, one needn't worry that allowing for a Scholastic warrior (or a mage with combat skills) will make him worthless in battle.

If characters change class, it doesn't alter the skill point distribution, though we did add a rule which allows one to exchange the position of two point assignments every six levels. (thus a 6th level the fighter could trade his 4 combat and 1 scholarly point assignment to reflect a growing knowledge of the world and less focus on warfare. [thus, taking the above example, after 6th level that fighter would have: 1 in Combat, 3 Athletic, 2 Artistic, 2 Scullduggary, 1 General, 4 Scholarly and none in mystical]) At 12th level the player could, if he so chose, exchange the assigned place of two more numbers - as at 18th, 24th, etc. In this way the system can reflect the evolution of characters throughout their career.

This sytem has worked quite well for us and makes for more, well rounded characters.

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