New "Skill system" module - feedback welcome

Post/Author/DateTimePost
#1

Amurayi

Jul 17, 2014 12:36:27

Hi guys,

 

we came up with a new skill system for D&D 5. Any feedback is welcome!

 

 

Skill training

 


No proficiency bonus / skill training:

You do not get an effect of skill proficiencies from backgrounds, race or your class etc. Instead you spend skill points to increase your skill ranks.

 


Skill points

On level 1 and on level-ups you gain skill points to increase your skill ranks or to gain a specialisation.

The maximum rank any skill can have is +6.

At level 1 you receive 10 skill points to spend on any skill or a specialisation.

You get 2 more skill points at level 1 for each skill proficiency you would receive normally through a class, race or background.

Each time you level up you gain 3 more skill points to spend on any skill or specialisation.

Multiclassing: If you'd get new skill proficiencies by taking another class you gain 2 skill points for each new skill proficiency you didn't gain before.


Example1: The cleric class description says "Skills: Choose two from ... (etc.)". This means the character gets 4 skill points for his first cleric level. The actual skills listed there don't matter.

Example 2: A level 1 elven cleric would get 2 skill proficiencies and 2 more through his background "soldier". He now has 20 skill points to spend on any skill or portfolio features (2 from race, 4 from class, 4 for background and 10 starting skill points). Once he hits level 2 he decides to take a level of the rogue class. Since this provides him with 4 additional skill proficiencies he gains 8 more skill points. He additionally gets 3 more for levelling up.

 


Skills for D&D 5

  • Acrobatics (Dex)
  • Animal Handling (Wis)
  • Athletics (Str)
  • Brawl (Str)
  • Danger Sense (Int) (* Perception)
  • Deception (Cha)
  • Diplomacy (Cha) (= Persuasion)
  • Dungeoneering (Int) (* History)
  • Faith (* Religion) (Int)
  • Gather Information (Cha) (* Persuasion)
  • Heal (Int) (= Medicine)
  • Insight (Wis) (*)
  • Investigation (Int)
  • Intimidation (Cha)
  • Knowledge Arcana (Int)
  • Knowledge Current Events (Wis)
  • Knowledge Folklore (Wis) (* History)
  • Knowledge Forbidden Lore (Int) (* Arcana)
  • Knowledge History (Int)
  • Knowledge Nature (Int)
  • Knowledge Religion (Int)
  • Knowledge Science (Int) (* Arcana)
  • Linguistics (Int) (* Persuasion)
  • Mechanics (Dex) (* Sleight of Hand)
  • Perception (Wis)
  • Performance (Cha)
  • Sleight of Hand (Dex)
  • Spellcraft (* Arcana) (Int)
  • Stealth (Dex)
  • Survival (Wis)
  • Swim (Con) (* Athletics)


Bold = regular D&D 5 skill; (*) = this skill profits from bonuses through magical items, feats or class feature etc. if the skill in brackets would benefit from it;

 

 


Specialisations

Specialisations provide a way for characters to shine and to empower him to avoid failures in his expertise. Having a specialisation provides advantage to skill checks when a specialisation can be applied in a logical way.

You can gain any specialisation by spending 3 skill points at level-ups or at character generation. You also get some for free (see below).

Example 1: A ranger with "Explorer of the Tundra" has advantage on Animal Handling when encountering wildlife in tundra regions, on Diplomacy when negotiating with the local natives there or on Survival when foraging food in the frozen ground etc.

Example 2: A rogue has '"Profession Thief". He may get advantage on Sleight of Hand checks to steal a purse, but also on Deception rolls to bluff a local fence or on Survival when navigating through the city sewers to chase off guards.

 

 


Portfolio Features List

  • Raised in the Wild (Heritage) *
  • Raised in the lower class (Heritage) *
  • Raised in the middle class (Heritage) *
  • Raised in the upper class (Heritage) *

(one "Heritage" specialisation is free for every character)

 

  • Profession Alchemist *
  • Profession Arcane Mechanics *
  • Profession Artist *
  • Profession Brewer *
  • Profession Carpenter *
  • Profession Golembuilder *
  • Profession Guard *
  • Profession Healer *
  • Profession Herbalist and Poisonmaker*
  • Profession Huntsmen *
  • Profession Locksmith *
  • Profession Magical Trinket Crafter *
  • Profession Merchant *
  • Profession Miner *
  • Profession Sailor *
  • Profession Scribe *
  • Profession Smith *
  • Profession Soldier *
  • Profession Thief *
  • Profession Tinker and Trapsmith *
  • Survivor (no Profession) *

(two "Profession" specialisations are free for Rogues)

 

  • City Dweller
  • Dweller of the Arctic
  • Dweller of the Coastlines
  • Dweller of the Desert
  • Dweller of the Jungle
  • Dweller of the Mountains
  • Dweller of the Plains
  • Dweller of the Swamp
  • Dweller of the Tundra
  • Dweller of the Underdark

(one "Dweller" feature is free for Rangers and Druids)

 

  • Educated in Warfare
  • Educated in Infiltration & Sabotage
  • Educated in Military
  • Educated in Leadership
  • Educated in Bureaucracy
  • Educated in Aristocracy
  • Educated in Law
  • Educated in Medicine
  • Educated in Negotiations
  • Educated in Travel Lore

 

  • Experienced in Animal behaviour
  • Experienced in Diving
  • Experienced in Flying
  • Experienced in Orientation
  • Experienced in Riding
  • Experienced in Sailing
  • Experienced in Stonecunning (free for Dwarfs)
  • Experienced in Streetlife
  • Experienced in Surviving in Nature
  • Experienced in Wildlife

(one "Experienced" specialisation is free for Rangers and Druids)

 

  • Explorer of Sigil
  • Explorer of the Astral Sea
  • Explorer of the Feywild
  • Explorer of the Elemental Planes
  • Explorer of the Planes of Chaos
  • Explorer of the Planes of Evil
  • Explorer of the Planes of Good
  • Explorer of the Planes of Law
  • Explorer of the Realm beyond the Realms
  • Explorer of the Shadowfell

(one "Explorer" specialisation is free for Warlocks)

 

  • Hunter of Angels
  • Hunter of Arcane Caster
  • Hunter of Beasts
  • Hunter of Criminals
  • Hunter of Cults
  • Hunter of Dragonkind
  • Hunter of Giants
  • Hunter of Greenskins
  • Hunter of our Archenemys (campaign specific)
  • Hunter of the Lower Planes
  • Hunter of Undead
  • Hunter of What-Shall-Not-Be (Aberrations, Gnomes etc. ^^ )

(one "Hunter" specialisation is free for Rangers)

 

  • Mystical Creatures Lore
  • Natural Creatures Lore
  • Local Lore ___________ (name of metropolis)
  • Local Lore ___________ (name of area)
  • Local Lore ___________ (name of plane)
  • Local Lore ___________ (name of civilisation)
  • Local Lore ___________ (name of race)

(one "Lore" specialisation is free for Wizards)

 

  • Researcher of Constructs
  • Researcher of Artefacts
  • Researcher of Conjurations
  • Researcher of Cults
  • Researcher of Forgotten Lore
  • Researcher of Divine Wonders
  • Researcher of Illusions
  • Researcher of Necromancy
  • Researcher of Portals and Planar Travel
  • Researcher of Lost Civilisations
  • Researcher of Spells
  • Researcher of the Stars

(one "Researcher" specialisation is free for all arcane and divine classes ; i.e. Clerics, Paladins, Wizards)

 

  • Student of Creatures of the Higher Planes
  • Student of Creatures of the Lower Planes
  • Student of the Fair Gods
  • Student of the Gods of Balance
  • Student of the Sinister Gods

(one "Student" specialisation is free for any divine classes ; i.e. Clerics, Paladins)

 

  • Talented in Acting
  • Talented in Communicating with the Dead
  • Talented in Dancing
  • Talented in Disguises and Costumes
  • Talented in Flattery
  • Talented in Fortunetelling
  • Talented in Scrying
  • Talented in Teaching
  • Talented in Using Magical Devices
  • Talented in Wagon Driving
  • Talented playing instrument ____

(two "Talented" specialisation are free for Bards)

 

  • Touched by Fire
  • Touched by Water
  • Touched by Earth
  • Touched by Wind

(one "Touched" specialisation is free for Sorcerer)

 

  • Trained in Balance
  • Trained in Climbing
  • Trained in Concentration
  • Trained in Endurance
  • Trained as Escape Artist
  • Trained in Jumping
  • Trained in Sprinting
  • Trained in Stunts
  • Trained in Rope Acrobatics

(one "Trained" specialisation is free for Monks)

 

  • can only be picked at character creation or later in consent with the DM (depending on the campaign)

 

 


Class / Race specific rules

The Dwarf's Stonecunning" racial feature is replaced by the specialisation "Experienced in Stonecunning".

Fighter receive a Bonus Feat on Level 1 and thus do not get free specialisations (other than Heritage).

 

 

 

 

(all details and up to date versions here: http://www.lupo-online.de/store/rpg/index.php?title=D%26D_5_Skills)

#2

RustedKitsune

Jul 17, 2014 13:22:02

Needs a cap on max rank per skill per level

Seems a bit... clunky to me. I've alawys been a skills kinda gal, so I've seen a lot of skill systems.

A near-direct rip from 3/3.5 is nice for some players (although I would change how the specializations work - to me those are supposed to be narrow applications of the skill, not a range of what gets a bonus), but not quite for me (thankfully this doesn't have cross-class ranks...)

#3

Ramzour

Jul 18, 2014 2:02:31

I have a couple of comments/questions:

 

Have you thought about how high your modifiers are going to be? You could be encroaching upon Bounded Accuracy here.

 

I don't understand why you give everyone an additional 10 skill points. If you want to use skill points without throwing off the balance of the 5e system, then you need fewer skill points. I suggest 2 skill points for every time you gain a profiency, then +1 skill point per level. So at level 1 you get 4 SP from your background and 4 SP from your class (or 8 SP for Rogues). Racial skills don't give you raw points to spend, but just assign ranks for you. So the Elf would start with 2 SP in Perception already.

 

I like the idea of Skill Specializations. I say just give them out for free at character creation based on your race, background, and class. You can get new ones by spending a SP when you level up. So, each level you'd have the choice to increase 1 skill or learn a new Specialization. 

 

What are the skills: Brawl, Dangersense, and Linguistics? What do they do?

 

Why is Swim separate from Atheletics? I mean, do Constitution checks for swimming long distances really come up often enough to make it its own skill? Just make it a Con check.

 

Why is Arcana now 4 separate skills? Seems complicated to split them up, especially since you acknowledge that they are connected anyway. Easier to just make it one skill and say it covers all of those things.

 

Same thing for Persuasion and Perception. Why split them up?