| Post/Author/DateTime | Post |
|---|---|
| #1johnthedm7000Dec 22, 2008 10:00:51 | Given that one of my players in an upcoming 4th edition campaign misses the non-adventuring skills of past editions I thought of an innovative way to address this-cut those skills whole cloth from 3rd and grant them to players for free in the same way that Shadowrun grants characters free points to spend in "Interests". Here's the rule: Non-Adventuring Skills Upon character creation, the player chooses a number of non-adventuring skills to become trained in equal to the character's intelligence modifier (minimum of one). These skills reflect what the player's character did before becoming an adventurer and follow the standard rules for determining proficiency in the skill. The non-adventuring skills available are: Craft (Int, each craft is a separate skill, requires tools) Profession (Wis, each profession is a separate skill, may require tools) Perform (Cha, each category of performance is a separate skill, may require tools) To determine the DC's for the usage of such skills, use the guidelines in the DMG for individual skill check difficulties (10+1/2 level for easy, 15+1/2 level for moderate, 20+1/2 level for hard) or the appropriate skill challenge DC's if the skills are being used as part of a skill challenge. New Feat: Tradesperson (Heroic) Benefit:You gain training in 2 non-adventuring skills. Tricks of the Trade Benefit:You gain a +3 feat bonus to 2 non-adventuring skills. (Given that the skills listed above typically see less use than the skills included in the player's handbook, I figured that it would be fair to give something extra to players who choose to spend their feats to improve such skills). |