Rules/Skills: Difference between revisions
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* For prerequisites (for feats and prestige classes), just use the new skill. | * For prerequisites (for feats and prestige classes), just use the new skill. | ||
* If something (such as a race) would give a bonus two two skills that have been merged, the merged skill gets it once, and at the greatest value. For example, if a race were to give +2 to move silently and +4 to hide, it would instead give +4 to stealth. | * If something (such as a race) would give a bonus two two skills that have been merged, the merged skill gets it once, and at the greatest value. For example, if a race were to give +2 to move silently and +4 to hide, it would instead give +4 to stealth. | ||
* Spells (such as ''Jump'') only add to their original uses of the skills. | |||
;Acrobatics | ;Acrobatics |
Revision as of 18:25, 9 January 2009
Intro
Randy and I have wanted to do this for some time, and we though that with the next campaign starting it would be a good time. If this majorly fucks things up, I will gladly axe it and have everyone reassign skills freely. Most classes got too few skill points, and class skill lists become far too much a restriction to creativity. However, even by adding more skill points and eliminating class skill lists, the skill list was too big. So many skills combine obviously, and revisions (SW Saga Edition, Pathfinder, Fourth Edition) provide a good example for this. Randy and I have discussed the table below and agree† it is a good skills list as a base.
†Disagreements: I wanted to merge heal and sense motive ("Empathy"). I also wanted to add the "Monster Lore" knowledge skill that only identified monsters (but monsters of all types; and did not help the archivist).
Skill List
Normal Skills
Knowledge Skills (all intelligence)
- Arcana (includes psicraft)
- Architecture & engineering
- Dungeoneering
- Geography
- History
- Local
- Nature
- Nobility & royalty
- Planes
- Religion
- Tactics
Special Skills (no relevant ability)
- Initiative
- Speak Language
Details
- With merged skills, all uses of the component skills are part of the new skill.
- There are no skill synergies. Skill synergies were a hack in the SRD rules because of the realization of the similarities and overlap between so many skills.
- There are no class or cross-class skills.
- This makes creating a +2/+2 to two different skill feat harder to create and name. Work for it!
- This system lets us use a more broad definition of skills, and thus lets us more easily pick a skill for an ad hoc action.
- This allows armor check penalties to be applied by the use. While most uses of Acrobatics, Athletics or Stealth will still require an armor check penalty, there may be others that do not. For example, an armor check penalty applies when using Animals to mount quickly, but not to guide a mount or train a beast.
- For prerequisites (for feats and prestige classes), just use the new skill.
- If something (such as a race) would give a bonus two two skills that have been merged, the merged skill gets it once, and at the greatest value. For example, if a race were to give +2 to move silently and +4 to hide, it would instead give +4 to stealth.
- Spells (such as Jump) only add to their original uses of the skills.
- Acrobatics
- The "tumble" use of acrobatics is an opposed roll, against the same special sense motive that a bluff to deny armor class would be.
- Initiative
- Every two skill points spent on initiative you an increase to your initiative "rank". During your initiative roll, in addition to your standard 1d20 + DEX, you add another 1dQ, where Q is the number of "ranks" you bought of initiative. If you've put 10 skill points into initiative (10 "ranks"), you would add an extra 1d5 to your initiative roll. The die added stops at a 1d12. After 1d12, further "ranks" add a second die that starts over and buys up similarly. At 15 "ranks" (costing thirty skill points), you would roll 1d20 + DEX + 1d12 + 1d3 for your initiative (12 + 3 = 15).
- In this system, the Improved Initiative feat is altered. It no longer gives a +4 bonus to initiative rolls. It instead allows you to buy "ranks" at an even 1:1 ratio instead of 2:1. Other feats and abilities that add to your initiative work normally.
- "Ranks" in increased initiative are still capped as a normal skill (hit dice + 3).
- Knowledge (Tactics)
- Known uses can be based from http://www.hecate.ca/union/2006/01/31/35-skill-knowledge-tactics-int/ and d20 Modern. Specific known uses: identify an aura from a marshal, know a military rank, recognize defensive structure's purpose.
- Speak Language
- Works as before: two skill points buys a language, unless "speak language" was previously a class skill, in which case one skill point buys a language.