MrStabby
2018-07-24, 09:20 AM
Skills have an attribute attached to them - for example athletics has strength, arcana has intelligence and so on. This is a set of example of skill/tool use that I have allowed that use atypical matchings of skills and attributes.
One problem I have had with the skills system in 5th edition is that there are too many skills and so many of them are just not as useful as others. As a side project I am eliminating some skills where I feel there is overlap, so some entries here may seem like they are appropriately covered by other skills (everyone also starts with one fewer skill). There didn't seem to be much point in skills that were so niche that no one cared about them - better that I bundle them up into other skills (and using different attributes helps that).
Anyway, this gives everyone a chance to say how I am screwing up the game, driving imbalance and generally ruining everything.:smallwink:
Nature / Wisdom - ability to track a creature through a natural environment (eliminating survival skill)
Nature / Str or Dex - ability to hunt enough food to survive in a natural environment
Perception / Int - ability to avoid the surprised condition when ambush is sprung from behind an illusion
Athletics / Dex - ability to avoid a grapple (joining acrobatics and athletics into one skill)
Medicine / Int - understand the severity of wounds or poison that a creature has sustained
Athletics / Con - check for ability to avoid exhaustion after a long chase fight
(Nature, Arcana or Religion)/ any stat - replace a save where familiarity with the type of threat should help (used on homebrew monsters mainly (most commonly charm effects)), designed to not conflict with advantage
History/Wis - alternate skill check to recognise a hidden pit trap from acquaintance of ancient architecture
Thieves tools / str - using a crowbar to open a safe
Thieves tools / Int - replacing proficiency with forgery kit
Deception / Dex - replacing sleight of hand skill
Arcana / Wisdom - identify "animated armour" and avoid being surprised
No doubt there are more to come.
One problem I have had with the skills system in 5th edition is that there are too many skills and so many of them are just not as useful as others. As a side project I am eliminating some skills where I feel there is overlap, so some entries here may seem like they are appropriately covered by other skills (everyone also starts with one fewer skill). There didn't seem to be much point in skills that were so niche that no one cared about them - better that I bundle them up into other skills (and using different attributes helps that).
Anyway, this gives everyone a chance to say how I am screwing up the game, driving imbalance and generally ruining everything.:smallwink:
Nature / Wisdom - ability to track a creature through a natural environment (eliminating survival skill)
Nature / Str or Dex - ability to hunt enough food to survive in a natural environment
Perception / Int - ability to avoid the surprised condition when ambush is sprung from behind an illusion
Athletics / Dex - ability to avoid a grapple (joining acrobatics and athletics into one skill)
Medicine / Int - understand the severity of wounds or poison that a creature has sustained
Athletics / Con - check for ability to avoid exhaustion after a long chase fight
(Nature, Arcana or Religion)/ any stat - replace a save where familiarity with the type of threat should help (used on homebrew monsters mainly (most commonly charm effects)), designed to not conflict with advantage
History/Wis - alternate skill check to recognise a hidden pit trap from acquaintance of ancient architecture
Thieves tools / str - using a crowbar to open a safe
Thieves tools / Int - replacing proficiency with forgery kit
Deception / Dex - replacing sleight of hand skill
Arcana / Wisdom - identify "animated armour" and avoid being surprised
No doubt there are more to come.