Thinker
2010-09-24, 12:40 PM
Introduction
I have some issues with the current 3.5e system. For some it works adequately, but to me it feels tacked on and fairly useless. It does not seem to add very much to a character and most that it does add isn't very fun. They also seem to be fairly front-loaded, scale poorly, and the set DCs either serve to discourage use of a skill or to make a roll meaningless. I have attempted to make a skill system that adds to the game, rather than feeling like a tacked on step-child to the system. I have not completed all skills yet, but have the first three skill kits completed. If you have any suggestions, criticisms, or additions to make, please post them :smallsmile:
For purposes of this system, the phrase "character level" includes hit dice and total class levels, but not level adjustment. Also, please note that lists of examples are not all inclusive and are only used to illustrate an explanation.
Base Mechanics
Skills are broken into four levels: untrained, amateur, tradesman, and expert. Untrained skills are uses of the skills that anyone can do without training. The next level are amateur skills, which are uses of skills with only a small amount of training. Then, there are tradesman skills, that are uses of a skill by a professional who regularly practices his craft. Finally, expert skills are the uses of skills reserved by those who have mastered the art and science of the profession. Not all skills will have all levels of skill; not all skills can be used untrained, nor are all skills complex enough to have pronounced masters.
Skills can also be broken into skill kits. These categories lump together similar skills so that they are easier to reference and can provide a mechanical bonus. Having multiple related skills also provides a bonus on rolls related to those skills, annotated in the description of each skill kit. Skill kits are gained at level 1 and later by taking certain prestige classes or by taking various feats.
At level 1 a character chooses a number of skill kits based on class, plus a number of bonus skills equal to her intelligence modifier. The skills in these kits and those bonus skills are automatically amateur level skills. Skill kits have a list of included skills and an ability modifier that governs uses of those skills (see Table: Skill Kits below). Classes that normally offer 2 + Intelligence modifier skill points gain 2 skill kits; those with 4 + Intelligence modifier become 2 skill kits; 6 + Intelligence modifier becomes 3 skill kits; finally, 8 + Intelligence modifier becomes 4 skill kits.
Most skills simply confer an ability that the character can use at any time. These are typically standard actions, unless otherwise noted. Skill uses that require a roll (called a skill check) will require a roll of a d20, plus any other modifiers, depending on skill level. Skill checks are compared to either a Difficulty Class or to an opposed roll, using either the same or a separate skill by an opponent. Miscellaneous modifiers can come from race, class features, skill kit bonuses, or feats. Inclusion of items that boost skill modifiers can break the game and are not recommended with this rule set.
Table: Difficulty
{table]Difficulty | DC
Very easy | 0
Easy | 5
Average | 10
Tough | 15
Challenging | 20
Formidable | 25
Heroic | 30
Nearly impossible | 40
[/table]
If the character would not immediately know the outcome of a skill check or if the player's knowledge of a check being rolled would influence the game, make sure to roll the check secretly. In the case of some skills, like listen or spot, if the player makes the roll he might catch on that something is up and begin to actively search for the threat. For unknown outcomes, this is simply a matter of building suspense so that when the characters' plan finally comes together, they don't know if the rigged portcullis will fall on time. If in doubt, do whatever seems to be the most fun for your group.
Skill uses that are magical in nature or act as spells are considered spell-like abilities. Most expert uses of skills fall into this category.
Taking 10 or 20
Skills that require rolls can be fun or exciting when the outcome is important. At other times these rolls can only serve to slow down gameplay. Under non-stressful conditions (i.e., out of combat, not being rushed, when failing is only a minor inconvenience, etc.), a character may use a skill as though he had rolled a 10 on the die, which is called taking 10; this takes no additional time for use of the skill. Another use, where the character really wants to be perfect, she may take 20, that is he may act as though she had rolled a 20 on his die; taking 20 takes twenty times longer than a normal use of the skill, reflecting the repeated attempts. Characters may not take 20 if doing so would consume a limited resource. You may only take 10 if you have at least amateur skill level in a skill.
Skill Levels
Below are the descriptions of the various skill levels. Each skill will have a more in-depth view of what each level means for using that skill. If a playler wants his character to make use of a skill where that use is not defined, the player's GM should determine what skill level such a use would be. Characters attempting to make use of a skill beyond their current skill level may make rolls to attempt such use; this attempt always takes 1 step longer for time and requires a skill check (see below).
Table: Time
{table]Time Step
Swift Action
Move Action
Standard Action
Full-Round Action
Full Round
1 Minute
10 Minutes
1 Hour
[/table]
Increasing an action's time by one step moves down the table; reducing time moves up the table.
Untrained Skills
Untrained use of skills means that the character has little or no training or experience in that skill. Even repeated use of a skill does not grant training because, even though the character can have marginal (or even extraordinary) success, the way he performs these actions may not be the best way to go about it or may not even be repeatable. For uses of untrained skills that require a die roll, the roll is d20 + Ability Modifier + Miscellaneous Modifiers. A character who has an untrained level in a skill may try to attempt an amateur level use of that skill with a successful skill check (DC 20); this roll does not count for any rolls associated with actual use. All skills start as untrained skills.
Amateur Skills
Amateur skills are those skills that a character has either a bit of training in or are pursued as a hobby. Characters with these skills have studied how to perform these actions well enough to replicate success, but not to the degree of professionals. For uses of amateur skills that require a die roll, the roll is d20 + Ability Modifier + 1/2 Character Level + Miscellaneous Modifiers. A character who has an amateur level in a skill may try to attempt a tradesman level use of that skill with a successful skill check (DC 25); this roll does not count for any rolls associated with the actual use; Characters may gain amateur level skills at character creation, via class features, or by taking various feats.
Tradesman Skills
Tradesman skills are skills that a character has become a professional in. This can be the end of a long line of studies, from lots of practice and training in a skill, or even just a lot of experience in the craft. Uses of tradesman skills that require a die roll are d20 + Ability Modifier + 1/2 Character Level + Intelligence Modifier + Miscellaneous Modifiers. Tradesman skills may also make use of the Inspiration Pool (see below). Characters may gain tradesman level skills by class features or by taking a feat.
Expert Skills
Expert skills are skills which the character has totally mastered. This means that the character has no more training to pursue and can perform the greatest feats imaginable with these skills. Uses of expert skills that require a die roll are d20 + 2 * Ability Modifier + 1/2 Character Level + Intelligence Modifier + Miscellaneous Modifiers. Expert skills may also make use of the Inspiration Pool (see below). Characters may gain expert level skills by class features or by taking a feat.
Inspiration Pool
Characters have access to an inspiration pool, which are used in moments where the character suddenly realizes something about using a skill that he hadn't before. This pool may only be used on skills that the character has trained to tradesman level or higher. The pool has a number of points in it equal to half of the character's level plus her intelligence modifier (minimum 1). Inspiration points reset after 4 hours of rest. A single point adds half the character's level to a single skill check or allows the character to take 10 on the roll, even under stressful conditions. By spending three inspiration points, the character can decrease a skill use's time by one step (see Table: Time above). By spending 5 points, the character may act as though his skill level in that skill is one higher. Another 5-point use of inspiration points allows a character to act as though he had rolled a 20 on her skill check. A character may only use one inspiration ability per skill use.
Table: Inspiration Abilities
{table]Inspiration Ability | Cost
Add 1/2 level to skill check| 1 point
Take 10 on a skill | 1 point
Decrease skill time | 3 points
Temporarily gain one skill level | 5 points
Act as rolled a 20 on skill check | 5 points
[/table]
Feats
Expert Training
Prerequisite
Character Level 12, tradesman level with selected skill, and a teacher who has expert level selected skill.
OR Character Level 15 and tradesman level with selected skill.
Benefit
You gain access to the Expert Level uses of a specific skill. If you can find a person who has expert level in a skill you may train under him for 4 months at level 6 to gain this feat. The 4 months need not be continuous, nor do they require constant contact with the teacher, only that you make at least infrequent contact with the master so that he can check your progress.
Special
If you have the Savant feat with the selected skill, you do not need to find a teacher to progress to Expert at level 6.
Savant
Prerequisite
First Level Only, Intelligence 12 or higher
Benefit
You gain amateur skill level with selected skill. You gain a +2 competence bonus on skill checks involving the selected skill.
Special
You do not need to have a teacher to progress to Tradesman at level 6 or to progress to master at level 12.
Tradesman Training
Prerequisite
Character Level 6, amateur level with selected skill, and a teacher who has tradesman or expert level selected skill.
OR Character Level 9 and amateur level with selected skill.
Benefit
You gain access to the Tradesman Level uses of a specific skill. If you can find a person who has tradesman or expert level in a skill you may train under him for 2 months at level 5 to gain this feat. The 2 months need not be continuous, nor do they require constant contact with the teacher, only that you make at least infrequent contact with the master so that she can check your progress.
Special
If you have the Savant feat with the selected skill, you do not need to find a teacher to progress to Tradesman at level 6.
Skill Sets
The following table lists all of the skill kits, the skills associated with them, and the ability score associated with each kit.
Table: Skill Kits
{table]Skill Kit | Ability | Skill
Acrobatics | Dexterity | Balance
| | Escape Artist
| | Tumble
Adroitness | Dexterity | Disable Device
| | Open Lock
| | Sleight of Hand
| | Use Magic Device
| | Use Rope
Athletics | Strength | Climb
| | Jump
| | Swim
Consort | Charisma | Bluff
| | Disguise
| | Intimidate
| | Perform
Focus | Wisdom | Autohypnosis
| | Concentration
Interact | Wisdom | Gather Information
| | Negotiate
| | Sense Motive
Knowledge | Intelligence | Knowledge (various)
| | Speak Language
Nature | Wisdom | Handle Animal
| | Heal
| | Survival
Profession | Wisdom | Appraise
| | Craft
Recon | Wisdom | Listen
| | Search
| | Spot
Scholar | Intelligence | Decipher Script
| | Forgery
| | Spellcraft
Scout | Dexterity | Hide
| | Move Silently
| | Ride
[/table]
Note: The "profession" skill has been removed and "diplomacy" was renamed to "negotiate".
I have some issues with the current 3.5e system. For some it works adequately, but to me it feels tacked on and fairly useless. It does not seem to add very much to a character and most that it does add isn't very fun. They also seem to be fairly front-loaded, scale poorly, and the set DCs either serve to discourage use of a skill or to make a roll meaningless. I have attempted to make a skill system that adds to the game, rather than feeling like a tacked on step-child to the system. I have not completed all skills yet, but have the first three skill kits completed. If you have any suggestions, criticisms, or additions to make, please post them :smallsmile:
For purposes of this system, the phrase "character level" includes hit dice and total class levels, but not level adjustment. Also, please note that lists of examples are not all inclusive and are only used to illustrate an explanation.
Base Mechanics
Skills are broken into four levels: untrained, amateur, tradesman, and expert. Untrained skills are uses of the skills that anyone can do without training. The next level are amateur skills, which are uses of skills with only a small amount of training. Then, there are tradesman skills, that are uses of a skill by a professional who regularly practices his craft. Finally, expert skills are the uses of skills reserved by those who have mastered the art and science of the profession. Not all skills will have all levels of skill; not all skills can be used untrained, nor are all skills complex enough to have pronounced masters.
Skills can also be broken into skill kits. These categories lump together similar skills so that they are easier to reference and can provide a mechanical bonus. Having multiple related skills also provides a bonus on rolls related to those skills, annotated in the description of each skill kit. Skill kits are gained at level 1 and later by taking certain prestige classes or by taking various feats.
At level 1 a character chooses a number of skill kits based on class, plus a number of bonus skills equal to her intelligence modifier. The skills in these kits and those bonus skills are automatically amateur level skills. Skill kits have a list of included skills and an ability modifier that governs uses of those skills (see Table: Skill Kits below). Classes that normally offer 2 + Intelligence modifier skill points gain 2 skill kits; those with 4 + Intelligence modifier become 2 skill kits; 6 + Intelligence modifier becomes 3 skill kits; finally, 8 + Intelligence modifier becomes 4 skill kits.
Most skills simply confer an ability that the character can use at any time. These are typically standard actions, unless otherwise noted. Skill uses that require a roll (called a skill check) will require a roll of a d20, plus any other modifiers, depending on skill level. Skill checks are compared to either a Difficulty Class or to an opposed roll, using either the same or a separate skill by an opponent. Miscellaneous modifiers can come from race, class features, skill kit bonuses, or feats. Inclusion of items that boost skill modifiers can break the game and are not recommended with this rule set.
Table: Difficulty
{table]Difficulty | DC
Very easy | 0
Easy | 5
Average | 10
Tough | 15
Challenging | 20
Formidable | 25
Heroic | 30
Nearly impossible | 40
[/table]
If the character would not immediately know the outcome of a skill check or if the player's knowledge of a check being rolled would influence the game, make sure to roll the check secretly. In the case of some skills, like listen or spot, if the player makes the roll he might catch on that something is up and begin to actively search for the threat. For unknown outcomes, this is simply a matter of building suspense so that when the characters' plan finally comes together, they don't know if the rigged portcullis will fall on time. If in doubt, do whatever seems to be the most fun for your group.
Skill uses that are magical in nature or act as spells are considered spell-like abilities. Most expert uses of skills fall into this category.
Taking 10 or 20
Skills that require rolls can be fun or exciting when the outcome is important. At other times these rolls can only serve to slow down gameplay. Under non-stressful conditions (i.e., out of combat, not being rushed, when failing is only a minor inconvenience, etc.), a character may use a skill as though he had rolled a 10 on the die, which is called taking 10; this takes no additional time for use of the skill. Another use, where the character really wants to be perfect, she may take 20, that is he may act as though she had rolled a 20 on his die; taking 20 takes twenty times longer than a normal use of the skill, reflecting the repeated attempts. Characters may not take 20 if doing so would consume a limited resource. You may only take 10 if you have at least amateur skill level in a skill.
Skill Levels
Below are the descriptions of the various skill levels. Each skill will have a more in-depth view of what each level means for using that skill. If a playler wants his character to make use of a skill where that use is not defined, the player's GM should determine what skill level such a use would be. Characters attempting to make use of a skill beyond their current skill level may make rolls to attempt such use; this attempt always takes 1 step longer for time and requires a skill check (see below).
Table: Time
{table]Time Step
Swift Action
Move Action
Standard Action
Full-Round Action
Full Round
1 Minute
10 Minutes
1 Hour
[/table]
Increasing an action's time by one step moves down the table; reducing time moves up the table.
Untrained Skills
Untrained use of skills means that the character has little or no training or experience in that skill. Even repeated use of a skill does not grant training because, even though the character can have marginal (or even extraordinary) success, the way he performs these actions may not be the best way to go about it or may not even be repeatable. For uses of untrained skills that require a die roll, the roll is d20 + Ability Modifier + Miscellaneous Modifiers. A character who has an untrained level in a skill may try to attempt an amateur level use of that skill with a successful skill check (DC 20); this roll does not count for any rolls associated with actual use. All skills start as untrained skills.
Amateur Skills
Amateur skills are those skills that a character has either a bit of training in or are pursued as a hobby. Characters with these skills have studied how to perform these actions well enough to replicate success, but not to the degree of professionals. For uses of amateur skills that require a die roll, the roll is d20 + Ability Modifier + 1/2 Character Level + Miscellaneous Modifiers. A character who has an amateur level in a skill may try to attempt a tradesman level use of that skill with a successful skill check (DC 25); this roll does not count for any rolls associated with the actual use; Characters may gain amateur level skills at character creation, via class features, or by taking various feats.
Tradesman Skills
Tradesman skills are skills that a character has become a professional in. This can be the end of a long line of studies, from lots of practice and training in a skill, or even just a lot of experience in the craft. Uses of tradesman skills that require a die roll are d20 + Ability Modifier + 1/2 Character Level + Intelligence Modifier + Miscellaneous Modifiers. Tradesman skills may also make use of the Inspiration Pool (see below). Characters may gain tradesman level skills by class features or by taking a feat.
Expert Skills
Expert skills are skills which the character has totally mastered. This means that the character has no more training to pursue and can perform the greatest feats imaginable with these skills. Uses of expert skills that require a die roll are d20 + 2 * Ability Modifier + 1/2 Character Level + Intelligence Modifier + Miscellaneous Modifiers. Expert skills may also make use of the Inspiration Pool (see below). Characters may gain expert level skills by class features or by taking a feat.
Inspiration Pool
Characters have access to an inspiration pool, which are used in moments where the character suddenly realizes something about using a skill that he hadn't before. This pool may only be used on skills that the character has trained to tradesman level or higher. The pool has a number of points in it equal to half of the character's level plus her intelligence modifier (minimum 1). Inspiration points reset after 4 hours of rest. A single point adds half the character's level to a single skill check or allows the character to take 10 on the roll, even under stressful conditions. By spending three inspiration points, the character can decrease a skill use's time by one step (see Table: Time above). By spending 5 points, the character may act as though his skill level in that skill is one higher. Another 5-point use of inspiration points allows a character to act as though he had rolled a 20 on her skill check. A character may only use one inspiration ability per skill use.
Table: Inspiration Abilities
{table]Inspiration Ability | Cost
Add 1/2 level to skill check| 1 point
Take 10 on a skill | 1 point
Decrease skill time | 3 points
Temporarily gain one skill level | 5 points
Act as rolled a 20 on skill check | 5 points
[/table]
Feats
Expert Training
Prerequisite
Character Level 12, tradesman level with selected skill, and a teacher who has expert level selected skill.
OR Character Level 15 and tradesman level with selected skill.
Benefit
You gain access to the Expert Level uses of a specific skill. If you can find a person who has expert level in a skill you may train under him for 4 months at level 6 to gain this feat. The 4 months need not be continuous, nor do they require constant contact with the teacher, only that you make at least infrequent contact with the master so that he can check your progress.
Special
If you have the Savant feat with the selected skill, you do not need to find a teacher to progress to Expert at level 6.
Savant
Prerequisite
First Level Only, Intelligence 12 or higher
Benefit
You gain amateur skill level with selected skill. You gain a +2 competence bonus on skill checks involving the selected skill.
Special
You do not need to have a teacher to progress to Tradesman at level 6 or to progress to master at level 12.
Tradesman Training
Prerequisite
Character Level 6, amateur level with selected skill, and a teacher who has tradesman or expert level selected skill.
OR Character Level 9 and amateur level with selected skill.
Benefit
You gain access to the Tradesman Level uses of a specific skill. If you can find a person who has tradesman or expert level in a skill you may train under him for 2 months at level 5 to gain this feat. The 2 months need not be continuous, nor do they require constant contact with the teacher, only that you make at least infrequent contact with the master so that she can check your progress.
Special
If you have the Savant feat with the selected skill, you do not need to find a teacher to progress to Tradesman at level 6.
Skill Sets
The following table lists all of the skill kits, the skills associated with them, and the ability score associated with each kit.
Table: Skill Kits
{table]Skill Kit | Ability | Skill
Acrobatics | Dexterity | Balance
| | Escape Artist
| | Tumble
Adroitness | Dexterity | Disable Device
| | Open Lock
| | Sleight of Hand
| | Use Magic Device
| | Use Rope
Athletics | Strength | Climb
| | Jump
| | Swim
Consort | Charisma | Bluff
| | Disguise
| | Intimidate
| | Perform
Focus | Wisdom | Autohypnosis
| | Concentration
Interact | Wisdom | Gather Information
| | Negotiate
| | Sense Motive
Knowledge | Intelligence | Knowledge (various)
| | Speak Language
Nature | Wisdom | Handle Animal
| | Heal
| | Survival
Profession | Wisdom | Appraise
| | Craft
Recon | Wisdom | Listen
| | Search
| | Spot
Scholar | Intelligence | Decipher Script
| | Forgery
| | Spellcraft
Scout | Dexterity | Hide
| | Move Silently
| | Ride
[/table]
Note: The "profession" skill has been removed and "diplomacy" was renamed to "negotiate".