As requested, a portion of my skill house rules.

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CalibronXXX
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As requested, a portion of my skill house rules.

Post by CalibronXXX »

The first two paragraphs are the important bits, the rest almost entirely concerns how to deal with multi-classed characters.

Calibron wrote:Skill points are done away with entirely. Instead you are considered Untrained, Competent, or Expert in a certain skill; Untrained means you effectively have no ranks in the skill and when trying to use it you roll an ability check, and may not be able to use the skill at all if training is required, Competent effectively means you the maximum amount of ranks you could have in a cross-class skill, and Expert effectively means you have max ranks in a skill.

How it is decided what skills a character is Untrained, Competent, or Expert in is this: At character creation all characters get a number of points equal to twice what they would normally get when leveling up, a character can put one point into any skill and have it go from Untrained to Competent, a character can put one more point into a Competent skill that is a class skill for them and make that skill Expert.

Concerning multi-classed characters with differing skill points per level: If any one class, or classes with the same skill points per level, makes up at least three quarters of your class levels use that value; if you have roughly equal amounts of two different SPPL values then remove half of the difference from the higher SPPL value to calculate how many points you get at character creation. If things are a bit more muddled than that then take the average of the SPPL values.

When characters multi-class into classes with different SPPL values as they level up you may have to alter their expertise level with a skill or two. If the character in question has three quarters or more of their levels in classes with the same SPPL value then just use that value; if the new class has a difference in SPPL value of two and does not roughly equal half of your character levels then continue to use the majority value. If the difference of new SPPL value and the old is greater than 2 and the number of new class levels is more than a quarter, but less than half, of your character level either down grade one Expert skill to Competent(if the new value is lower), or give the player another point to spend(if the value is greater. When adding enough new levels of a class with a difference in SPPL value of 2 to roughly equal half of you character level downgrade an Expert skill to competent or give the player a new point to spend as appropriate. When adding enough new levels of a class with a difference in SPPL value of 4 to go from over one quarter to roughly half of you character level downgrade an Expert skill to Competent or give the player a new point to spend as appropriate. When adding enough new levels of a class with a difference in SPPL value of 6 to go from over one quarter to roughly half of you character level downgrade two Expert skills to Competent or give the player two new points to spend as appropriate.

When a character’s intelligence bonus goes permanently up for a number of levels equal to one quarter your total level you gain one “skill point” per point of Int Bonus increase. You gain this number of points again when the total number of levels you’ve possessed increased intelligence equals one half you total level and again when they equal three quarters of your total level.
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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

While I'm at it I might as well post my boiled down skill list too.

Calibron wrote:A number of skills are no longer taken individually and have been absorbed into other skills.
1. Knowledge Psionics is now part of the Knowledge Arcana skill
2. Knowledge Dungeoneering is no longer a skill, the natural portions of underground areas are now covered by the Knowledge Nature skill, and Abberations and the like is covered by Knowledge Arcana.
3. Knowledge Religion is no longer a skill, the portions concerned with gods, goddesses, divine realms, and such are covered by Knowledge The Planes, the portions concerning mythic history, ecclesiastical tradition, and holy symbols are covered by Knowledge Local, and information about Undead is covered by Knowledge Arcana.
4. Knowledge History, Nobility and Royalty, and Geography are now covered by the Knowledge Local skill.
5. Knowledge Architecture and Engineering is no longer a skill and is now covered by whichever Knowledge skill is most appropriate for the structure(usually Knowledge Local).
6. Use Psionic Device is now part of the Use Magic Device Skill.
7. Jump, Swim, and Climb are one skill called Athletics.
8. Balance and Tumble are one skill called Acrobatics.
9. Appraise, Forgery, and Decipher Script are now one skill called umm…Appraise
10. Gather Information is now part of the Sense Motive skill.
11. Bluff and Disguise are one skill called Deception
12. Diplomacy and Intimidate are one skill called Communicate
13. Open Lock is now part of the Disable Device skill
14. Escape Artist, Sleight of Hand, and Use Rope are one skill called Umm…something.
15. Ride is now part of the Handle Animal skill.
16. Listen, Spot, and Search are one skill called Awareness.
17. Hide and Move Silently are one skill called Stealth.
18. Perform now teaches on new instrument or method of performance with every skill point.
19. Profession is no longer a skill; you can make money by Performing, Crafting, using Knowledge, Appraise, Handle Animal, Heal, or any number of other ways to make yourself useful to other people. If you want a specific profession for story purposes you can just have it without spending character resources.
20. Survival and Heal are one skill called Survival.
21. Craft is a single skill.
22. Auto-Hypnosis is dumb and therefore not a skill anymore.
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Crissa
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

Hey, that's what I was thinking would be good ^-^

Concerning multi-classed characters with differing skill points per level: If any one class, or classes with the same skill points per level, makes up at least three quarters of your class levels use that value; if you have roughly equal amounts of two different SPPL values then remove half of the difference from the higher SPPL value to calculate how many points you get at character creation. If things are a bit more muddled than that then take the average of the SPPL values.

...But I couldn't follow this. Does this mean your skill pips could go down?

Would this be simpler? ( sum[skillpoints from levels] * 2 ) / character level

The skill bonuses from being Intelligent seems still somewhat unbalancing. Of course, the Wizard-Sorceror class gets skill points assuming intelligence while the Rogue does not. It means for games where multiclassing is allowed, Rogue is the best first level and Sorceror is the worst.

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Crissa
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

This needs to be put into 'It's My Own Invention' so it doesn't get lost.

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MrWaeseL
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Re: As requested, a portion of my skill house rules.

Post by MrWaeseL »

So you increased the amount of skill points a character gets AND you reduced the amount of skill points needed to max a skill from level+3 to 2 AND you reduced the amount of skills available?
CalibronXXX
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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

Crissa at [unixtime wrote:1189299475[/unixtime]]...But I couldn't follow this. Does this mean your skill pips could go down?

Yes, a skill can drop from expert to untrained if you spend to long a time in a lower skill point class, effectively lowering your "skill pips". Skills don't go from competent to untrained though.

Crissa at [unixtime wrote:1189299475[/unixtime]]Would this be simpler? ( sum[skillpoints from levels] * 2 ) / character level

Possibly

Crissa at [unixtime wrote:1189299475[/unixtime]]The skill bonuses from being Intelligent seems still somewhat unbalancing. Of course, the Wizard-Sorceror class gets skill points assuming intelligence while the Rogue does not. It means for games where multiclassing is allowed, Rogue is the best first level and Sorceror is the worst.

That's more of a individual class balance issue than a skills issue, and different people will have different ideas on how to change/fix that.

MrWaeseL at [unixtime wrote:1192245161[/unixtime]]So you increased the amount of skill points a character gets

Not really no. Every one can have the same number of skills maxed out as before, or the same number of skills half way as before.
MrWaeseL at [unixtime wrote:1192245161[/unixtime]]you reduced the amount of skill points needed to max a skill from level+3 to 2

Nope. See there's no analog in this system to getting 4 times as many skill points at first level, so it's actually even in practice.

I think the problem you have in understanding is that you get these new skill points at character creation and at no other time ever. After that your skills scale based on what category they're in; the only way to get more points is to increase your base intelligence for a variable number of levels or multiclass into a higher skill point class for a variable number of levels.

MrWaeseL at [unixtime wrote:1192245161[/unixtime]]you reduced the amount of skills available?

Yes. It means a smart human rogue can be decent in everything and good at a couple things, or be good at quite a few things, but I think over all the new list is a change for the better.
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Re: As requested, a portion of my skill house rules.

Post by ckafrica »

Missed this thread from before I dropped mine

My only issue is the balancing of multi-classing. Your mechanic is still requires a bit more book-keeping than I want. Basically the biggest problem is preventing people taking one level of rogue at first level and then living the class for good.

How would everyone gets 8 points + Int (I think most classes should have more) and rogues get a +1 every level, does that sound unreasonable?
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CalibronXXX
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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

It is an annoying bit of book keeping if you do a significant amount of multi-classing, but aside from that there's significantly reduced book keeping at character creation and none afterwards. And really unless your games are very short taking one level of Rogue at first level is only good for being half-decent at all the skills, and that's not worth a character level, not even close. When you look at the balance of new rules you need to see the big picture as much or more than the details.

I'm not really sure how your proposal would pan out, why don't you acid test it and then tell me?
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Crissa
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

I really don't have a problem with people's skills changing around when they level up.

But after writing this down this last time, it really made me think about how poorly the skill lists for different classes were. Fighter basically gets three skills, none but Ride have anything to do with being a Fighter. Aside from the restricted skills, is there really any reason we have skill lists?

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CalibronXXX
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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

I'm pretty sure skill restriction is the whole point behind class skill lists.
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Crissa
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

Yeah, but aside from the restricted skills - Concentration, UMD, Spellcraft, (what others?) was there really a point to the skill restrictions?

There seems nothing game breaking about allowing anyone to take whatever two or eight skills they really want... Is there?

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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

This is a skill allocation fix, not a class re-write. In the more generic feat based D&D ckafrica and I are sort of working on I'm sure there won't be such a thing as class skills.
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Re: As requested, a portion of my skill house rules.

Post by SunTzuWarmaster »

Frank+K gave almost everything Spot and Listen. And I mean really, who the heck wouldn't have these skills after being an adventurer for a level.

Other than UMD, I don't care what you put skill points in. Your fighter wants to be sneaky with Hide+Move Silently, go for it! Your cleric went for Tumble instead of Concentration, awesome! Your wizard learned trick-riding from the nomads and can throw a fireball on top of a horse, great!

We play a F+K game (essentially, everyone has all the class skills they should), and then we use the following system:
Class-skills - 1 point, max=level+3
Cross-class-skills - 1 point, max=(level+3)/2
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Crissa
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

Yeah, but my point was that this made it all the more clear how few skills Fighter really head. They have Athletics, Guile, and Husbandry... That's it.

Says NPC class all over it.

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Re: As requested, a portion of my skill house rules.

Post by RandomCasualty »

Calibron at [unixtime wrote:1189162821[/unixtime]]
When characters multi-class into classes with different SPPL values as they level up you may have to alter their expertise level with a skill or two. If the character in question has three quarters or more of their levels in classes with the same SPPL value then just use that value; if the new class has a difference in SPPL value of two and does not roughly equal half of your character levels then continue to use the majority value. If the difference of new SPPL value and the old is greater than 2 and the number of new class levels is more than a quarter, but less than half, of your character level either down grade one Expert skill to Competent(if the new value is lower), or give the player another point to spend(if the value is greater. When adding enough new levels of a class with a difference in SPPL value of 2 to roughly equal half of you character level downgrade an Expert skill to competent or give the player a new point to spend as appropriate. When adding enough new levels of a class with a difference in SPPL value of 4 to go from over one quarter to roughly half of you character level downgrade an Expert skill to Competent or give the player a new point to spend as appropriate. When adding enough new levels of a class with a difference in SPPL value of 6 to go from over one quarter to roughly half of you character level downgrade two Expert skills to Competent or give the player two new points to spend as appropriate.


This makes my head hurt. Lets not do that.

I really think Saga got a skill system right. (sorta)

You have three states: Untrained, trained and focused.

Basically keep the skill check = your level + relevant ability score. Untrained is a -5, focused is a +5.

Upon taking the first level in any class, you get trained in two of its class skills. Some classes, like those designed to be good with skills may grant additional trained skills at later levels.

A first level character gets 4 bonus trained skills to spend on whatever he wants.

Later on instead of adding more bonuses or whatever, you add new "skill tricks" so to speak. Really, this is just some other ability that uses your skill checks. Concentration in place of a will save, or bluff instead of an attack roll to disarm, or whatever. Other stuff you may get to enhance your skills could be permanent concealment against darkvision or what not. In any case, you get more abilities to extend the use of the skill instead of bonuses.
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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

The basic rule is harder to comprehend at the outset, but the implementation is extremely simple once you grasp the rule. If you have a less cumbersome wording I'd be happy to use that instead.
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

Simplified Skill List wrote:Knowledge INT
Arcana (Spellcraft, Psonics, Devices, Aberrations, Undeath)
Nature (Animals, Plants, Physical)
Local (History, Geography, Religion, Nobility, Symbols, Legends)
Planes (History elsewhere, Divine, Outsiders, Myths)
Athletics (Jump, Swim, Climb) STR
Acrobatics (Balance, Tumble) DEX
Awareness (Listen, Spot, Search) WIS
Decipher (Appraise, Forgery, Decipher Script) INT
Deception (Bluff, Disguise) CHR
Devise (Disable Device, Engineering, Open Locks, Disable Rune) INT
Husbandry (Handle Animal, Train Animal, Ride) WIS
Guile (Diplomacy, Intimidate) CHR
Legerdemain (Escape Artist, Sleight of Hand, Use Rope) DEX
Sense Motive (Sense Motive, Gather Information) WIS
Stealth (Hide, Move Silently) DEX
Survival (Heal, Survival) WIS +1 climate zone per skill pip
Perform (Perform, Script) CHR +1 performance form per skill pip
Concentration (Concentration, Scry) CON *
Spellcraft (Spellcraft, Scry) INT *
Use Magic Device (Use Psionic Foci) CHR *
Craft (Craft, Profession, Field of Study) INT
* - Restricted


Did I decipher this right? This seems to be what you meant for the skill list. I'd further change the class skill lists to 'suggestions' instead of limits.

-Crissa
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Re: As requested, a portion of my skill house rules.

Post by CalibronXXX »

That's right, I like that rule you added for survival too, I'll implement that.
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Crissa
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Re: As requested, a portion of my skill house rules.

Post by Crissa »

I'd do the same change for 'Locale' as well, assuming you have those devised for your campaign world.

I don't mind that the number and roll of the skills change for a character every level - that already happens - so having to pick to lose a skill or gain a skill or figure out the roll doesn't seem all that bad. Besides, there'd really be only two numbers to figure out, Trained and Skillful, instead of having a unique number for every skill a player might have. (though one might argue that since you're adding that number to stats, every skill might as well end up with a different number)

Anyone like the names I gave them? I went with the lead that you'd forged... Sense Motive could use a better name, to. Canny or something. Maybe Cunning or Insight. I think Insight seems better.

Cutting the skills down to a dozen seems a good balance to me... Though my DM says he thinks it doesn't give for enough 'personality' - being as we hardly roll skills, I'm not sure what that's supposed to mean.

I miss Frank.

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Re: As requested, a portion of my skill house rules.

Post by angelfromanotherpin »

I recommend Discern or Glean for Sense Motive. I also think Persuade would be better than Guile.
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