Bitzeralisis
2007-06-30, 06:32 PM
Leveling Skills
Mr. Joe is an 11th-level rogue who has never invested any skill points in open lock. One day he levels up, and all of a sudden, puts 10 ranks in open lock If a skill is a skill, then why do PCs get skills that they have no skill at (skills that they've almost never used, thus giving them no experience at all in using them) for free?
"Leveling Skills" is a complex homebrew method for skills, giving the PC an experience score and level for each individual skill.
Pros (as I see it)
Realistic-er
No maximum limit for skills
Cons (as I see it)
Takes longer
Skills don't just suddenly gain ranks
There are simpler ways of doing this
Using Leveling Skills (in this case, the word leveling is an adjective, not a verb)
There are no longer ranks for skills. Ability modifiers no longer change skill modifiers. In fact only circumstance, competence, luck, morale, and sacred modifiers and AC penalties directly modify skills.
Ranks are replaced with levels, and experience is now used for each individual skill. Skills level up, or gain a rank, when their experience gets high enough. The experience required for a skill to level up is 100 times the next level.
When a skill is used the player gains experience in that skill. Experience gained is listed in this table:
{table="head"]Roll - DC|XP Gained
-5|4
-4|12
-3|20
-2|30
-1|50
0|100
1|80
2|50
3|40
4|30
5|25
6|20
7|15
8|12
9|8
10|4
[/table]
Any other values give absolutely no experience at all.
Skills cannot reach a maximum level, but they can reach a threshold, which after going further, hinders their experience gain in that skill.
Skill threshold is equal to the PC's ECL + 3 + (Key Ability Modifier / 2).
For each level above the threshold, a skill takes a 20% penalty on experience gain, rounded down. However, any time a PC is to gain XP in a skill they must gain at least 1 XP.
Experience gain can also be modified in the following ways:
Key ability score modifiers are added to experience gain.
Taking 10 always gives 15 XP.
Taking 20 always gives 20 XP.
Skill synergies are translated to a 20% XP bonus.
Likewise, any form of adding to skills (not including those modifiers listed wayyy above) translates to a 10% XP bonus for each increased rank.
Competence bonuses give a 5% XP bonus for each increased level.
PCs can be instructed in a skill, given that their teacher has at least 4+ intelligence, 5 more levels more in the skill than the PC, and spends 3 weeks being taught by their teacher. This gives the PC enough XP to put them three levels ahead and half needed to advance to the level after that.
That will be all for now. Please tell me if I missed anything (Psionic Dog-- thanks for the idea of instructors), and give suggestions on how to balance out this method. Hope you like it!
Mr. Joe is an 11th-level rogue who has never invested any skill points in open lock. One day he levels up, and all of a sudden, puts 10 ranks in open lock If a skill is a skill, then why do PCs get skills that they have no skill at (skills that they've almost never used, thus giving them no experience at all in using them) for free?
"Leveling Skills" is a complex homebrew method for skills, giving the PC an experience score and level for each individual skill.
Pros (as I see it)
Realistic-er
No maximum limit for skills
Cons (as I see it)
Takes longer
Skills don't just suddenly gain ranks
There are simpler ways of doing this
Using Leveling Skills (in this case, the word leveling is an adjective, not a verb)
There are no longer ranks for skills. Ability modifiers no longer change skill modifiers. In fact only circumstance, competence, luck, morale, and sacred modifiers and AC penalties directly modify skills.
Ranks are replaced with levels, and experience is now used for each individual skill. Skills level up, or gain a rank, when their experience gets high enough. The experience required for a skill to level up is 100 times the next level.
When a skill is used the player gains experience in that skill. Experience gained is listed in this table:
{table="head"]Roll - DC|XP Gained
-5|4
-4|12
-3|20
-2|30
-1|50
0|100
1|80
2|50
3|40
4|30
5|25
6|20
7|15
8|12
9|8
10|4
[/table]
Any other values give absolutely no experience at all.
Skills cannot reach a maximum level, but they can reach a threshold, which after going further, hinders their experience gain in that skill.
Skill threshold is equal to the PC's ECL + 3 + (Key Ability Modifier / 2).
For each level above the threshold, a skill takes a 20% penalty on experience gain, rounded down. However, any time a PC is to gain XP in a skill they must gain at least 1 XP.
Experience gain can also be modified in the following ways:
Key ability score modifiers are added to experience gain.
Taking 10 always gives 15 XP.
Taking 20 always gives 20 XP.
Skill synergies are translated to a 20% XP bonus.
Likewise, any form of adding to skills (not including those modifiers listed wayyy above) translates to a 10% XP bonus for each increased rank.
Competence bonuses give a 5% XP bonus for each increased level.
PCs can be instructed in a skill, given that their teacher has at least 4+ intelligence, 5 more levels more in the skill than the PC, and spends 3 weeks being taught by their teacher. This gives the PC enough XP to put them three levels ahead and half needed to advance to the level after that.
That will be all for now. Please tell me if I missed anything (Psionic Dog-- thanks for the idea of instructors), and give suggestions on how to balance out this method. Hope you like it!