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| #1DerelictDroidSep 16, 2014 18:36:40 | First let me ask that this thread be devoted to commentary on the following skill system variant. It is not a discussion about whether the current 5e skill system is good or not. Presumably you're reading this thread because you want to contribute or you also would like to use a different system or both. So, after a few weeks of thinking about this issue, I present the following alternate system:
New Skill System
· One skill point for each attribute bonus · Each such skill point can be used to invest in a skill under its governing ability (a character with 18 Strength and 13 Dex could spend 4 points on strength-based skills, and 1 point on Dex-based skills) · Such a skill point can be used to invest in a skill under a differing ability but counts as ½. · Negative ability scores do not subtract from total. A player can have proficiency in a skill even if its governing modifier is zero or negative (gained through background or class, etc).
Knowledge (x) and Craft (x) skills are handled separately. The total number of Knowledge skills a character can have is equal to the total number of attribute bonuses (with attribute penalties not subtracting from this total). This knowledge check is made with an Int bonus added to character proficiency bonus. A character with a lot of knowledge points, but little intelligence represents a character with a superficial breadth of knowledge, but no depth. The DM may allow addition of an appropriate ability (ie, Knowledge Nobility may include a charisma or wisdom bonus for example if the character tries to discern how to act in front of particular court.)
Craft skills function exactly like Tool and Tool proficiencies, and is likewise separate from the skill pool.
When a character’s ability modifier increases, the player may select a new skill or use it to become an expert (see below)
Finally, a second point can be spent in any selected skill. This represents expertise in the skill and doubles the proficiency bonus. For example, a Rogue with an 18 dex (+4 ability mod) could put two points into Move Silently and two points into Hide, gaining a total bonus of +8 for each (+4 ability + 4 double proficiency).
Profession skill has been eliminated to be replaced by Background and Tool proficiencies.
Concentration has also been eliminated for game balance in deference to the new 5e role of concentration.
No synergies.
· o Appraise (Int) o Balance (Dex) o Bluff (Chr) o Climb (Str) o Craft (see tool proficiency) o Decipher Script (Int) o Diplomacy (Chr) o Disable Device (Int) o Disguise (Chr) o Escape Artist (Dex) o Forgery (Int) · o Gather Information (Chr) o Handle Animal (Chr) o Heal (Wis) o Hide (Dex) o Intimidate (Chr) o Jump (Str) o Knowledge (X) o Listen (Wis) o Move Silently (Dex) o Open Lock (Dex) o Perform (Chr) o Profession (Wis) · o Ride (Dex) o Search (Int) o Sense Motive (Wis) o Sleight Of Hand (Dex) o Speak Language (n/a) o Spellcraft (Int) o Spot (Wis) o Survival (Wis) o Swim (Str) o Tumble (Dex) o Use Magic Device (Int) o Use Rope (Dex)
I placed the Knowledge skill description in italics because it was an initial idea that I am no longer entirely found of, but left it in to spark ideas.
The idea is to attempt to incorporate the streamlined nature of 5e, whilst stil creating more granularity that we see in both the monester manual and races.
I'd appreciate any thoughts on the system...ways to improve it, etc.
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