So, skills have often been an argued topic. HOW they should be done is often the argument but I'm wondering IF they should be done. Here is a blog that makes a lot of good points:
http://hackslashmaster.blogspo...ruction-summary.html
So I'm wondering, what if instead of having skills be level-based bonuses to certain d20 rolls I had them be a combination of a bonus and a special ability?
Here are a few examples of skills transformed into one-time special abilities. Perhaps feats or class features?
ACROBATICS - Requires (Dex 13+)
You gain +4 to Dexterity checks made to perform athletic maneuvers (or a bonus equal to your Dexterity bonus, whichever is better). You also gain this benefit to your AC and Dexterity saving throws during your turn (but not outside your turn). You are still subject to the Max Dex of your Armor.
CLIMBING - Requires (Str or Dex 13+)
You gain +4 to Strength checks made to climb or brachiate through obstacles (or a bonus equal to your Strength bonus, whichever is better). In addition, you are not denied your Dexterity modifier while climbing and can climb at one-half your normal base speed instead of one-fourth. A creature with a special trait that innately makes climbing more difficult (such as a turtle's shell) cannot benefit from this feat.
DIPLOMACY- Requires (Cha 13+)
You gain +4 to Charisma checks made to calm a sentient humanoid down or convince them to help you, provided you have a way of communicating with them (or a bonus equal to your Charisma bonus, whichever is better). In addition, you can sway social scenes in your favor in half the time or at half the cost (but not both at the same time). If your Charisma is 20 or higher, this bonus increases to match your Charisma modifier. A creature with a special ability that innately makes socializing more difficult (such as an animal's Bestial Mind or a golem's Automaton Traits) cannot take this ability.
MECHANICS- Requires (Dex 13+ or Int 13+)
You gain +4 to Dexterity and Intelligence checks made to pick locks and to craft, disarm or re-purpose traps and similar basic mechanical devices. In addition, you can do these things in half the time or at half the cost as normal (but not both at the same time). If your Dexterity or Intelligence scores are 20 or higher, this bonus increases to match your modifier (whichever one you're using at the time). A creature with a special ability that innately makes working with machines more difficult (such as a magnet elemental's Magnetic Personality or an animal's Bestial Triats) cannot take this ability.
SPELLCRAFT - Requires (Int 13+) or (Wis 13+, Divine Insight)
You gain +4 to Intelligence checks made to analyze, identify or utilize magical artifacts or lore. In addition, you can perform rituals in half the time or with half the cost (but not both at the same time). If your Intelligence is 20 or higher, this bonus increases to match your Intelligence modifier. A creature with a special ability that innately makes spellcasting or knowledge more difficult (such as animal's Bestial Mind or a golem's Magic Immunity) cannot take this ability.
JACK-OF-MANY-TRADES
Select any two skill abilities. You acquire both but at half the normal bonus (only +2 instead of +4) and the bonus does not increase to match your ability modifier but rather increases to match half your modifier (so if you had a modifier of +6, the bonus would increase to +3 and so on and so forth). Instead of "half time" or "half cost" you do 3/4 time or 3/4 cost. Instead of doubling the normal speed you can move (if the skill does so) you merely increase it by x1.5. In addition, your ability score can be 2 points less than normally required in the prerequisites. You gain no other benefits from the skills you choose.
What I need are not personal feelings towards the rules but broader analysis of this concept. What are the pros and cons in:
-general game mechanics?
-character building/customization?
-general gamer opinion?
-gameplay speed/complexity/round-to-round functions?
-roleplaying aspects of skills?
-character vs. monster relations?
Each character could start with
2-4 skills
2-4 proficiency feats
2-4 spells
1 feat of their choice
Ideally, a well-rounded character would have:
2 skills
2 proficiency feats
2 spells
1 feat
(probably a bard)
Fighters may have
2 skills
4 proficiency feats
Rogues
4 skills
2 proficiency feats
etc.
This message was last edited by the GM at 23:58, Thu 02 Nov 2017.