5e ranked skill system

Post/Author/DateTimePost
#1

yusakuasano

Sep 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.

At 1st lvl. 
- You can put ranks in any skill or tool.
- The cost of the ranks to the skills that don’t belong to your class list is doubled. 
- You cannot put more ranks in a skill or tool than your proficiency bonus.
- At 1st lvl you have ranks equal twice the number of your class skills and tools that you have to choose in PH. (Example #1: Barbarian in PH have to choose 2 skills from his 6 class skills. His ranks at 1st lvl is 4. Example #2: Rogue in PH have to choose 4 skills from his 11 class skills and 1 tool. His ranks at 1st lvl is 10). The human gets 2 extra ranks. 
- Race features that grants you at 1st lvl proficiency with a skill (like the elven keen senses) grants you +2 with that skill. 
- Background skill proficiencies remain as it is (they get the +2 proficiency bonus). 


Beyond 1st lvl. 
- You can put ranks in your skills or tools every time your proficiency bonus increases. 
- You can put ranks in any skill or tool you have already put rank at 1st lvl, however the skills that don’t belong to your class list, background, race or feat cost double. 
- The number of the ranks that you put is equal to the number of skills and tools that you have to choose at 1st lvl, plus the number of the race skills, plus the number of background skills and tools, plus the number of the feat skills. 
Example: An elf rogue with the criminal background and skilled feat gets 5 ranks from his class (4 skills + 1 tool), plus 4 ranks from background (2 skills + 2 tools) plus 1 rank from his race (1 rank from the bonus perception prof.) plus 3 ranks (from the skilled feat) to a total sum of 13 ranks. 
- The characters can't have more ranks than the proficiency bonus in any skill or tool.

Any comment would be really welcomed.

 

#2

Timmee

Sep 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.

#3

yusakuasano

Sep 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.

#4

Redbeard2

Sep 17, 2014 8:05:25

yusakuasano wrote: