| Post/Author/DateTime | Post |
|---|---|
| #1yusakuasanoSep 16, 2014 0:24:08 | Although the 5e skill systems has certain merits our 3.x gaming group wants more diversity. So, i tried and created a ranked skill system under 5e context. I know that at dmg will be a ranked skill system but until then we will use a homebrew rank skill system. |
| #2TimmeeSep 16, 2014 5:14:27 | Seems like the real benefit is that there's a wider variety of skills for your character to choose from. The caviat being that any "nonclass" skill costs double. Your system seems balanced, but why don't you just open the skills and say that if you take a skill that is not on your class (or other specified origin), it uses half the proficiency bonus (rounded down)?
Players get to choose other skills/tools and no point-documenting. Meh?
You could alternately just open skills and tools up and choose one from your class list and any other (within the confines of quantity allowed) that you just want. Non of this is game-breaking and provides a diversity for no class to be exactly the same.
I've toyed with the concept of a class gaining one "class specific" for free and all others chosen as desired. For instance, the Wizard gets Arcana automatically and chooses whatever with his class-granted numerical choices. The Ranger would gain Survival automatically and chooses whatever from there. And so on...
Just passing thoughts. Your system as is seems fair enough. I just grew to really dislike the rank system for skills from previous editions.
Best. |
| #3yusakuasanoSep 16, 2014 9:48:05 | Thank you very much for your input. I find the idea of halving the prof. bonus excellent in order to reduce the micromanagment. |
| #4Redbeard2Sep 17, 2014 8:05:25 |
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