windgate
2022-08-23, 01:37 AM
A bit of context, the only Tabletop RPGS I have any real experience with are 4th and 5th edition D&D. I have roughly equal amounts of time spent with both.
Skill checks in both editions have always kinda bugged me in that they both felt overly skewed in opposite directions. Namely the contribution of the d20 roll versus skill roll modifiers.
Fourth Edition: IIRC, Every skill gained 1/2 your level as a bonus modifier (plus ability score, proficiency, specific powers and magic items). This lead to odd scenarios where the high level anemic wizard is breaking down doors a low level barbarian could not dent.
Fifth Edition: The 1/2 level thing is gone and replaced by a significantly weaker potential expertise. The DM needs to account for the random chance of any PC rolling a 20 on any given skill check. You want to be able reward players for investing in a skill heavily but the potential impact of a 20 being rolled by a person with no +modifiers makes it hard to set DC's effectively (at least for me)
I am considering experimenting with replacing the d20 with a smaller dice on skill checks for an upcoming homebrew session. Not sure what die to use, which is why I am bringing it up here.
My goals are as following:
(1) The average character (a maximum +2 bonus to the skill)
Should have a reasonable chance of achieving a moderate difficulty task with a small chance of achieving something "hard"
(2) A gifted character (High Ability score/proficiency)
Should reliably achieve something "moderate" with a good chance at something "Hard". At the top end, "very hard" successes might happen but are really rare
(3) The focused character (Max stat + Expertise)
Goes one step further than the gifted. They are the only one that can pull off something considered nearly impossible. They don't even bother rolling for moderate checks.
As an example:
Intimidation check vs:
(0) Very Easy: Peasant
(5) Easy: Random town thug or 1/4 CR humanoid/beast.
(10) Moderate: NPC Soldier
(15) Hard: Captain of the Guard
(20) Very Hard: Hill Giant
(25) Nearly impossible: Adult Red Dragon
(30) Requires Plot Bonuses: Ancient Red Dragon
I was thinking of using the above if the dice used was a d10. not sure about balance issues caused. At minimum I would probably need to 1/2 the values for the rogues 11th level feature. perhaps 2d6 instead?
Skill checks in both editions have always kinda bugged me in that they both felt overly skewed in opposite directions. Namely the contribution of the d20 roll versus skill roll modifiers.
Fourth Edition: IIRC, Every skill gained 1/2 your level as a bonus modifier (plus ability score, proficiency, specific powers and magic items). This lead to odd scenarios where the high level anemic wizard is breaking down doors a low level barbarian could not dent.
Fifth Edition: The 1/2 level thing is gone and replaced by a significantly weaker potential expertise. The DM needs to account for the random chance of any PC rolling a 20 on any given skill check. You want to be able reward players for investing in a skill heavily but the potential impact of a 20 being rolled by a person with no +modifiers makes it hard to set DC's effectively (at least for me)
I am considering experimenting with replacing the d20 with a smaller dice on skill checks for an upcoming homebrew session. Not sure what die to use, which is why I am bringing it up here.
My goals are as following:
(1) The average character (a maximum +2 bonus to the skill)
Should have a reasonable chance of achieving a moderate difficulty task with a small chance of achieving something "hard"
(2) A gifted character (High Ability score/proficiency)
Should reliably achieve something "moderate" with a good chance at something "Hard". At the top end, "very hard" successes might happen but are really rare
(3) The focused character (Max stat + Expertise)
Goes one step further than the gifted. They are the only one that can pull off something considered nearly impossible. They don't even bother rolling for moderate checks.
As an example:
Intimidation check vs:
(0) Very Easy: Peasant
(5) Easy: Random town thug or 1/4 CR humanoid/beast.
(10) Moderate: NPC Soldier
(15) Hard: Captain of the Guard
(20) Very Hard: Hill Giant
(25) Nearly impossible: Adult Red Dragon
(30) Requires Plot Bonuses: Ancient Red Dragon
I was thinking of using the above if the dice used was a d10. not sure about balance issues caused. At minimum I would probably need to 1/2 the values for the rogues 11th level feature. perhaps 2d6 instead?