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5 months ago  ::  Dec 24, 2012 - 8:36PM #31
xladyfayre
Date Joined: Dec 21, 2012
Posts: 709

Dec 23, 2012 -- 11:34PM, Jenks wrote:

Dec 23, 2012 -- 11:26PM, xladyfayre wrote:

I really don't understand this skill system at all. I think its extremely different and I find that its not really clear on exactly what I'm supposed to do. How do you choose your skills and what you are good at? Can you make a check on any skill- even one you did not take on your background? If so, then what does it mean to have taken one on your background? I didn't see tumble listed on a background. Tumble is a skill I liked to put ranks in...



Quick run down on new skill system.

1) All "Skill rolls" are now attribute checks. Officially "skill rolls" are no more.

2) Skills represent situational bonuses that apply their bonus if the attribute check falls under the area of your skill. Best comparison is specialties from any white wolf game.

3) If the attribute check DOES fall under a skills area of influence, then you also roll your skill die and add it to the result.

4) You get 4 skills from your background, whether you choose one or make your own. Rogues also get 3 more.

5) All characters can "technically" make an attribute check in any situation, though there could be DM discretion. No skill is needed to make a roll in D&DN. 

6) Tumble is not a skill, it's now a rogue skill trick. However, you can move around in a creatures threatened area now without provoking an AoO, so tumble isn't quite as needed.


Example: I have Stealth as a skill. I try and make a Dex check to sneak past some guards, and I annouce that it falls under the area of my Stealth skill. Thus I get to add my skill die to the total roll.

Any other questions?



So in order to jump through the air like an acrobat (which is something I do make most of my characters do), what skill would I choose? I wouldn't want to make a rogue ALL the time...

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5 months ago  ::  Dec 24, 2012 - 9:08PM #32
ElementTwo
Date Joined: Dec 20, 2012
Posts: 48

Dec 24, 2012 -- 8:36PM, xladyfayre wrote:

Dec 23, 2012 -- 11:34PM, Jenks wrote:

Dec 23, 2012 -- 11:26PM, xladyfayre wrote:

I really don't understand this skill system at all. I think its extremely different and I find that its not really clear on exactly what I'm supposed to do. How do you choose your skills and what you are good at? Can you make a check on any skill- even one you did not take on your background? If so, then what does it mean to have taken one on your background? I didn't see tumble listed on a background. Tumble is a skill I liked to put ranks in...



Quick run down on new skill system.

1) All "Skill rolls" are now attribute checks. Officially "skill rolls" are no more.

2) Skills represent situational bonuses that apply their bonus if the attribute check falls under the area of your skill. Best comparison is specialties from any white wolf game.

3) If the attribute check DOES fall under a skills area of influence, then you also roll your skill die and add it to the result.

4) You get 4 skills from your background, whether you choose one or make your own. Rogues also get 3 more.

5) All characters can "technically" make an attribute check in any situation, though there could be DM discretion. No skill is needed to make a roll in D&DN. 

6) Tumble is not a skill, it's now a rogue skill trick. However, you can move around in a creatures threatened area now without provoking an AoO, so tumble isn't quite as needed.


Example: I have Stealth as a skill. I try and make a Dex check to sneak past some guards, and I annouce that it falls under the area of my Stealth skill. Thus I get to add my skill die to the total roll.

Any other questions?



So in order to jump through the air like an acrobat (which is something I do make most of my characters do), what skill would I choose? I wouldn't want to make a rogue ALL the time...






So just looked through the 12/17/12 packet and tumble is a skill (in addition to a skill trick). It goes with the jester background. If you don't like the jester background you could always work with your DM to make one you felt was appropriate.

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5 months ago  ::  Dec 24, 2012 - 10:35PM #33
abanathie
Date Joined: Feb 24, 2008
Posts: 1,071
Here's what I got as a breakdown for skills in a table format.  I broke it down to normal skill usage and skill mastery usage.  Normal is normal, and SM is skill mastery.

DC>>>>> 10 (Easy) 15 (Moderate) 20 (Hard) 25 (Very Hard) 30 (Formidable)
Level Attribute Normal SM Normal SM Normal SM Normal SM Normal SM
1 4 87.50% 90.63% 62.50% 65.63% 37.50% 40.63% 7.50% 10.63% 0.00% 0.00%
2 4 91.67% 95.83% 67.50% 72.36% 42.50% 47.36% 12.50% 17.36% 0.00% 0.00%
3 4 91.67% 95.83% 67.50% 72.36% 42.50% 47.36% 12.50% 17.36% 0.00% 0.00%
4 4 91.67% 95.83% 67.50% 72.36% 42.50% 47.36% 12.50% 17.36% 0.00% 0.00%
5 4 91.67% 95.83% 67.50% 72.36% 42.50% 47.36% 12.50% 17.36% 0.00% 0.00%
6 4 91.67% 95.83% 67.50% 72.36% 42.50% 47.36% 12.50% 17.36% 0.00% 0.00%
7 4 91.67% 95.83% 67.50% 72.36% 42.50% 47.36% 12.50% 17.36% 0.00% 0.00%
8 5 96.25% 98.91% 77.50% 84.06% 52.50% 59.06% 27.50% 34.06% 3.75% 6.41%
9 5 96.25% 98.91% 77.50% 84.06% 52.50% 59.06% 27.50% 34.06% 3.75% 6.41%
10 5 96.25% 98.91% 77.50% 84.06% 52.50% 59.06% 27.50% 34.06% 3.75% 6.41%
11 5 96.25% 98.91% 77.50% 84.06% 52.50% 59.06% 27.50% 34.06% 3.75% 6.41%
12 5 97.00% 99.30% 82.00% 89.80% 57.50% 65.75% 32.50% 40.75% 7.50% 12.25%
13 5 97.00% 99.30% 82.00% 89.80% 57.50% 65.75% 32.50% 40.75% 7.50% 12.25%
14 5 97.00% 99.30% 82.00% 89.80% 57.50% 65.75% 32.50% 40.75% 7.50% 12.25%
15 5 97.00% 99.30% 82.00% 89.80% 57.50% 65.75% 32.50% 40.75% 7.50% 12.25%
16 5 97.00% 99.30% 82.00% 89.80% 57.50% 65.75% 32.50% 40.75% 7.50% 12.25%
17 5 97.50% 99.51% 85.00% 92.92% 62.50% 72.43% 37.50% 47.43% 11.67% 18.47%
18 5 97.50% 99.51% 85.00% 92.92% 62.50% 72.43% 37.50% 47.43% 11.67% 18.47%
19 5 97.50% 99.51% 85.00% 92.92% 62.50% 72.43% 37.50% 47.43% 11.67% 18.47%
20 5 97.50% 99.51% 85.00% 92.92% 62.50% 72.43% 37.50% 47.43% 11.67% 18.47%
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5 months ago  ::  Dec 25, 2012 - 7:20AM #34
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,547

Dec 24, 2012 -- 3:38PM, strider13x wrote:

Dec 24, 2012 -- 3:16PM, Plaguescarred wrote:

I prefer Skill Training +3 and targeted Skill Improvement up to +7 over Skill Die and auto-scaling.




But would you allow another player the option if they choose?



I think you should either use one or the other, much like alternate resting mechanics, otherwise the PC that use SKill Die has a serious advantage.

Yan
Montréal, Canada
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5 months ago  ::  Dec 25, 2012 - 9:24AM #35
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,523

Dec 25, 2012 -- 7:20AM, Plaguescarred wrote:

Dec 24, 2012 -- 3:38PM, strider13x wrote:

Dec 24, 2012 -- 3:16PM, Plaguescarred wrote:

I prefer Skill Training +3 and targeted Skill Improvement up to +7 over Skill Die and auto-scaling.




But would you allow another player the option if they choose?



I think you should either use one or the other, much like alternate resting mechanics, otherwise the PC that use SKill Die has a serious advantage.




I don't know about that. The binary chance of success tends to be the same no matter what method you use. All that changes is what happens with the outlying numbers. But, someone using skill dice will gain an equal amount of benefit and harm from what happens with those outlying numbers...

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5 months ago  ::  Dec 25, 2012 - 12:17PM #36
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,547
Except Skill Die would get all Skills Improved equally, where Skill Bonus would not.
Yan
Montréal, Canada
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5 months ago  ::  Dec 25, 2012 - 12:24PM #37
Molecule
Date Joined: Jan 15, 2009
Posts: 1,962
That's a good point.  It seems like you'd have to have two orthogonal considerations:

- Do all skills increase as you level or do you choose?  This would be something you'd want to keep the same for everyone at your table.
- Do you use a flat bonus or dice?  This could vary from player to player at your table without a significant balance issue. 

That doesn't seem too hard to deal with though; just have someone's skill die increase rather than their flat bonus increasing if you want to keep track of individual skills.  You'd be able to represent a bonus of 3-7 with d4, d6, d8, d10, d12.

Actually, that sounds pretty cool now that I'm thinking about it.  I definitely liked the skill die, but I thought it was odd that everyone only had a binary "skilled" or "unskilled" proficiency level at things. 
<Ioun> they're apparently making a MolIsCool pp
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5 months ago  ::  Dec 25, 2012 - 12:40PM #38
Dreamstryder
Date Joined: Jul 5, 2001
Posts: 867
As a player, I currently find it more fun (handling the die) and suspenseful (because of two randoms) to roll a skill die along with my d20 than adding a flat bonus. As DM, I like a standard +5 for monster traits because it makes things quicker to run and easier to see the parameters. This is an interesting contrast.
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5 months ago  ::  Dec 25, 2012 - 1:06PM #39
Aesurtiel
Date Joined: Dec 7, 2009
Posts: 258
Skill Training: +2 at 1st level, +3 at 6th level, +4 at 11th level, +5 at 16th level.



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5 months ago  ::  Dec 25, 2012 - 7:56PM #40
TheLyons
Date Joined: Jan 30, 2012
Posts: 296
I could see allowing rogues to use the new skill system, and non-rogues to use the old but I think that would get a little confusing to some. It's an interesting concept.

I'm not saying everyone should do this. I do think I will try it to see how it works out, though. 
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