Ultimate_Coffee
2015-05-29, 02:59 AM
Hello again everyone!
I have an issue with skills in 5e, rather, I have an issue with skills in every edition of DnD I've ever played. Skills in DnD, as with everything else that fits a pass/fail mechanic, is based on a D20, which is very swingy. I find it difficult to portray a character that is truly a master of a given skill. This was reparable in DnD 3.x by pushing certain skills astronomically high with various bonuses, making my bonus so high that the D20 didn't matter, but with bounded accuracy in 5e, that isn't possible. This creates a paradigm where my character who has trained for years to master a given skill has only a slightly better chance of success than someone that has never tried to use the skill before.
In the same right, ability scores seems insignificant in many situations as well. My character with 20 strength can arm wrestle a peasant, and the peasant can win a fair share of the time, due to the swingyness of the D20.
In an attempt to repair this issue in my game, I implemented a system that allowed you to roll different dice based on your ability score when rolling an ability check/skill; from 2d6 to 3d10, but it has not resounded well with my group. Many of my players have been playing DnD for many years, and they dislike any pass/fail mechanic to veer off of the D20.
This has resulted in me switching back to a standard D20 ability/skill system, but I still want a more significant bonus for the trained/exceptional. This has led me to consider a perk system, where a player can select perks based on their trained skills or exceptional ability scores, giving them advantages in certain situations.
What I am expecting from the system is a list of perks that can be selected for each ability score, as well as each skill. Things like, advantage on strength checks to break things (for Strength), or add double proficiency to resist grapple (for Athletics). Have also considered making certain things auto success with selected perks, like auto stabilize without roll (for Medicine), or even adding new functionality to skills, maybe a way to recover a small amount of HP using Medicine.
I want the system to grant a small number of these perks, probably only to trained skills and abilities over 16, but not all trained skills, as that would provide a lot of perks. I was thinking like a set number of perks (2-5?) at first level, then gaining 1 more whenever your proficiency goes up.
Any suggestions/advice would be greatly appreciated. Please let me know if you have used a system similar to this, or have any ideas to help me refine it.
Any help is appreciated.
I have an issue with skills in 5e, rather, I have an issue with skills in every edition of DnD I've ever played. Skills in DnD, as with everything else that fits a pass/fail mechanic, is based on a D20, which is very swingy. I find it difficult to portray a character that is truly a master of a given skill. This was reparable in DnD 3.x by pushing certain skills astronomically high with various bonuses, making my bonus so high that the D20 didn't matter, but with bounded accuracy in 5e, that isn't possible. This creates a paradigm where my character who has trained for years to master a given skill has only a slightly better chance of success than someone that has never tried to use the skill before.
In the same right, ability scores seems insignificant in many situations as well. My character with 20 strength can arm wrestle a peasant, and the peasant can win a fair share of the time, due to the swingyness of the D20.
In an attempt to repair this issue in my game, I implemented a system that allowed you to roll different dice based on your ability score when rolling an ability check/skill; from 2d6 to 3d10, but it has not resounded well with my group. Many of my players have been playing DnD for many years, and they dislike any pass/fail mechanic to veer off of the D20.
This has resulted in me switching back to a standard D20 ability/skill system, but I still want a more significant bonus for the trained/exceptional. This has led me to consider a perk system, where a player can select perks based on their trained skills or exceptional ability scores, giving them advantages in certain situations.
What I am expecting from the system is a list of perks that can be selected for each ability score, as well as each skill. Things like, advantage on strength checks to break things (for Strength), or add double proficiency to resist grapple (for Athletics). Have also considered making certain things auto success with selected perks, like auto stabilize without roll (for Medicine), or even adding new functionality to skills, maybe a way to recover a small amount of HP using Medicine.
I want the system to grant a small number of these perks, probably only to trained skills and abilities over 16, but not all trained skills, as that would provide a lot of perks. I was thinking like a set number of perks (2-5?) at first level, then gaining 1 more whenever your proficiency goes up.
Any suggestions/advice would be greatly appreciated. Please let me know if you have used a system similar to this, or have any ideas to help me refine it.
Any help is appreciated.