Do skills get better?

So I can't find anywhere that says anything about Skills ever improving (besides the base Proficiency increase every few levels) nor anything about gaining new skills. Am I missing something or do you just know what you know and never learn anything new?

you can learn new Proficiencies (because skills do not exist) by taking certain feats (i.e. Athletic) or by Multiclassing. Also note that a module will most likely be introduced involving skills and skill points...

Disclaimer: Wizards of the Coast is not responsible for the consequences of any failed saving throw, including but not limited to petrification, poison, death magic, dragon breath, spells, or vorpal sword-related decapitations.

There also might be a downtime system, where you can learn new skills durring your down time.

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my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What if skill dice were based on d3's? So it starts with a d3 for skills your trained in, then you get to add a d3 to two skills every time you level them up. This would make it so that skill dice would become decreasingly random as you level up, because of the law of large numbers. At level 20, say you've leveled up "persuade" 4 times, so you're rolling 4d3, this means that 1. You can't fail terribly, since you can't roll less than a 4 anymore. 2. You've become skilled enough to roll a 12 (the same as the original 1d12), and 3. You're actually consistent, because of the law of large numbers you'll be rolling a lot of 6-7. This system would reflect how people actually are in real life, when you train at something, you not only get better, which is reflected in increasing your potential total roll, but you also become more consistent at that skill, which is reflected in the increasing number of d3's you roll, which plays to the law of large numbers. What do yall think?

They tried skill dice in a previous packet, but the response was not positive enough, so they abandoned that mechanic in favor of the current format.

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Well, the problem was that you could roll a 1 on a d12, so even at max you could kinda fail, but if you had a d3 system, then it become more consistent as you level and keep adding a d3 to your skills. A compromise between the flat bonus of mods and the complete randomness of a 1dX.

Skills are binary you have them or you don't. Besides for bards and rogues who get expertise in a few skills for another +5 bonus.

 

Skill dice worked fine, especially if you are use to them in other games like savage worlds.

 

I thnk there should be a staged system something like this though.

 

Untrained = roll d20 + ability mod

Proficient = roll d20 + ability mod + proficiency bonus

Expertise = roll d20 + ability mod + prof bonus + 5 [like rogues and bards get now but expand it to one class skill for every class too]

Mastery = as above but unlocks something like a skill power from 4e, lets you stealth without cover for instance, or lets you detect magic with arcane constantly

Grand Mastery = as above and unlocks a second skill power.

 

 

Remember this is a public forum where people express their opinions assume there is a “In my humble opinion” in front of every post especially mine.  

 

Things you should check out because they are cool, like bow-ties and fezzes.

https://app.roll20.net/home  Roll20 great free virtual table top so you can play with old friends who are far away.

http://donjon.bin.sh/  Donjon has random treasure, maps, pick pocket results, etc.. for every edition of D&D.

Skill dice are fun and so easy to input without destroying bounded DCs, while I hope for a sidebar conversion it is easy to house rule them. Mine would be you can convert one static bonus to a die, so ability, proficiency, or magic bonus, the others remain static.

 

I also would like to trade 2 proficiency for 1 ability increase when level appropriate, but the feats do that already.

 

Overall I prefer the current system in Next to skill points, but would rather see a tiered proficiency system while eliminating feats.

Disclaimer: Wizards of the Coast is not responsible for the consequences of any failed saving throw, including but not limited to petrification, poison, death magic, dragon breath, spells, or vorpal sword-related decapitations.

Well, the point of using d3's is that you're reflecting how real people learn skills. We not only get totally better at the action, we also get increasingly consistent. By adding another d3 every time you level up, you're adding the dynamic of your character not only getting better, but also being more reliable, the probability of getting 6,7,8 increases and you cannot utterly fail because you get at least the number of dice you roll (at least a 4 if rolling 4d3). Increasing skill dice like was in the 82013 playtest may make your character "better" at the skill, but not really more consistent. The flat bonus to skills is just boring and doesn't reflect the way people actually learn and train.

Why not just use d4's up to 3 of them?

 

Or go completly weird and use skill dice that scale but you roll all of them and take only the highest.

 

So if you have a skill die of a d8 you roll d20+ [d8+d6+d4 the highest of the three].

 

 

Remember this is a public forum where people express their opinions assume there is a “In my humble opinion” in front of every post especially mine.  

 

Things you should check out because they are cool, like bow-ties and fezzes.

https://app.roll20.net/home  Roll20 great free virtual table top so you can play with old friends who are far away.

http://donjon.bin.sh/  Donjon has random treasure, maps, pick pocket results, etc.. for every edition of D&D.

Well, d4's or d3's is just a matter of balance, the concept is the same. Simplicity is the tone of DnD Next it seems, and having that "weird" method you suggested seems to be kind just unnecessary. Definitely weird though, probably fun too.

Proficiency represents that this is a skill that you actively train in, and your proficiency bonus is the current state of all your skills. Supposedly, you'll be able to learn new proficiencies through the downtime system. I also expect there to be optional modules for replacing the proficiency bonus will a skill point system.

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