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4 months ago ::
Jan 24, 2013 - 9:37AM
#11
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Date Joined:
May 24, 2012
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characters should get some amount of skill training per level, let's say every other level.
That way they can improve learned skills or learn new skills.
Also remove skill die and add fixed bonus, last thing this game needs is more luck factors.
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4 months ago ::
Jan 24, 2013 - 9:40AM
#12
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Date Joined:
Sep 11, 2012
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I'm working on a houserule for organic skill growth. Feedback is more than welcome! Here's what I have so far:
- Skills have levels, and skill level determines the size of the die you're adding to a given roll.
- There are two ways to gain skill XP: Challenges and Training.
- Challenges represent doing something that involves using the skill to complete a task that is difficult for you to complete.
- Training won't provide XP as quickly, but it does provide a steady amount of XP over time.
Instead of using traditional XP for skills, I am going to employ a tally system. A challenging task will provide 1 tally, or possibly 2 tallies if it was truly difficult. I haven't figured out the time frame for training just yet, but I'm thinking something like 1 tally / month of training, or 1 tally / week of training if you have a trainer / teacher / mentor who is a higher level than you in that skill. Tallies go back to zero when a skill levels. I'm still working on what the amount of tallies to level up are, but it's a work in progress. It is important to mention that training doesn't take up one's whole day, just an hour or two (it's easier to use for those of us who like off-camera activities). L1 - Proficient - d4 skill die - 0 tallies L2 - Competent - d6 skill die - 5 tallies L3 - Professional - d8 skill die - 10 tallies L4 - Expert - d10 skill die - 25 tallies L5 - Master - d12 skill die - 50 tallies I know it's far from perfect, and I'm not saying this is the best way to do it or even that other people should, but it's a system I'm experimenting with and trying to refine right now. It's a little extra book keeping, but I'm the DM in a group that likes to track things like encumbrance.
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4 months ago ::
Jan 24, 2013 - 10:44AM
#13
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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What's a good way to fix that?
Three options:
First: Take the Superior Skill Training Feat.
Second: The DM grants the PC a circumstantial bonus as "treasure" for the roleplay.
Third: Retraining. I assume there will be retraining rule sin the final game, but I doubt we'll be seeing them in the playtest.
In the meanwhile, let me suggest the following retrainign rules:
Every time a player levels he may retrain one of the following:
- A skill that is not augmented by feats
- Any feat that is not currently serving as a prerequisite for another feat or class feature
- A skill trick
- A maneuver
- An ability boost, provided that no Ability is increased above 20, and no Ability has received more than half the character's allotted Ability boosts.
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4 months ago ::
Jan 24, 2013 - 1:38PM
#14
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A problem with the current (and most) skill system is that you can easily gain skills in something you arn't doing, while not gaining skills in something you do all the time.
Say you have knowledge heraldry. Now you spend 2 years (and 10 levels) on a island, fishing, fighting local wildlife, foraging, ect... untill you finally manage to build a boat and get back to the main land.
Now, in all that time (and levels), you've gotten better at identifying coat's of arms, but no better at identifying which fish is good to eat, or which plants are poisionous. That's a big disconnect.
Likewise. If you know how to ride a horse, but spend alot of time at sea, you should not be better at riding horses, you should be better at sailing.
What's a good way to fix that?
An easy way to fix that without messing too much with D&D's core rules is making "training" mandatory.
If you want to raise your Heraldry, before you can spend your point in the skill you need to study with a teacher or books for, say, a week at least. Same could go for any skills, such as climbing, swiming, fishing, etc.
If the player has used that skill a lot in his recent activities (like your man in the island) then the DM can declare that in this case the training is not needed for some skills (such as swim, survival, fishing, in your example). But if that man wants to raise his heraldry he needs to get back to civilization first and spend some time in studies.
Some people don't like adding "training time" because they want a more quick-paced, simple dungeon crawling game. But for a more story-driven campaign I've found that it fits in great.
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