Community

Results for tag: skill
Posted by: wrecan on Oct 13, 2012 at 05:25:59 PM
This is the fifth in my series of articles detailing a completely modular skill system that is not too complicated for new players. In part one, I introduced the concept of the system, and also explained how the Background system currently in the Playtest Packet would fit in seamlessly with my expended module. In the second, I explained the two options that are easier to apply but allow for less customization than Backgrounds. In the third, I introduced my version of Skills, which allow you, essentially, to make your own Custom Background. The articles in this series are:

Secondary: Intro and Backgrounds
Secondary: Abilities and Subabilities
Secondary: Skills
Secondary: Proficiencies
Secondary: Skill Points

The last component of this modular system is the wildest option of all.  Right now,...
Posted by: wrecan on Oct 6, 2012 at 11:17:10 AM
This is the fourth in my series of articles detailing a completely modular skill system that is not too complicated for new players. In part one, I introduced the concept of the system, and also explained how the Background system currently in the Playtest Packet would fit in seamlessly with my expended module. In the second, I explained the two options that are easier to apply but allow for less customization than Backgrounds. In the third, I introduced my version of Skills, which allow you, essentially, to make your own Custom Background. The articles in this series are:

Secondary: Intro and Backgrounds
Secondary: Abilities and Subabilities
Secondary: Skills
Secondary: Proficiencies
Secondary: Skill Points

In this article, I present the option that allows you even more customization than Backgrounds...
Posted by: wrecan on Sep 23, 2012 at 10:46:33 AM
This is the second in my series of articles detailing a completely modular skill system that is not too complicated for new players.  In part one, I introduced the concept of the system, and also explained how the Background system currently in the Playtest Packet would fit in seamlessly with my expended module.  In the second, I explained the two options that are easier to apply but allow for less customization than Backgrounds.  The articles in this series are:

Secondary: Intro and Backgrounds
Secondary: Abilities and Subabilities
Secondary: Skills
Secondary: Proficiencies
Secondary: Skill Points

In this article, I present the option that allows you to make your own Backgrounds: the Skills Option.  As always, only the text in blue should be printed in the rules.  The...
Posted by: wrecan on Sep 14, 2012 at 08:43:13 AM
This is the second in my series of articles detailing a completely modular skill system that is not too complicated for new players.  In part one, I introduced the concept of the system, and also explained how the Background system currently in the Playtest Packet would fit in seamlessly with my expended module.  The articles in this series are:

Secondary: Intro and Backgrounds
Secondary: Abilities and Subabilities
Secondary: Skills
Secondary: Proficiencies
Secondary: Skill Points

In this article, I present the first two options: Abilities and Subabilities:

ABILITIES AND SUBABILITIES
The Background system provides each character who chooses a background with thee Skills and some additional traits.  Some groups may opt to keep things even simpler and not have people choose
...
Posted by: wrecan on Sep 7, 2012 at 12:04:05 PM
In my recent article, What's Next for Skills, I proposed a modular system that could allow for a variety of optional mechanics for skills that fit off a single core (that is completely compatible with the way Backgrounds work currently).  Some people, however, commented, that they thought all those options may be overwhelming.  To me, that is a problem of presentation, not mechanics.  So I have revised the Options System.  Given this is a proposed alternate series of mechanics, I am calling this series, "Secondary", after the 1e mechanic, Secondary Skills.  The articles in this series are:

Secondary: Intro and Backgrounds
Secondary: Abilities and Subabilities
Secondary: Skills
Secondary: Proficiencies
Secondary: Skill Points

I propose that the Skill Section be introduced...
Posted by: wrecan on Aug 25, 2012 at 04:01:24 PM
One of the biggest changes between the first and second playtests is the skill system.  Originally, the skill system was very barebones.  You use your Abilities for everything, and you might get a +1 or +2 bonus for specfic tasks based on your Background or Theme.  This resembles 1st edition or BECMI.  The second playtest is more like 3rd edition or 4th edition with a defined skill list.  Five months ago, when people complained about a lack of a list of skills, and others were defending it, I proposed that the Skill system was ideal for a set of modular options.  In this article, I would like to expand upon this.

However, I do not want to overstate the second playtest's resemblence to 3rd and 4th edition.  Let me quote Jeremy Crawford, who oversees development...
Posted by: wrecan on Jun 24, 2011 at 07:20:44 PM
The Dungeontech blog series offers advice and mechanics to Dungeon Masters who want to introduce advanced technology into the heroic fantasy campaigns typical of a Fourth Edition Dungeons & Dragons campaign.  This article presents expanded options for Skills in a Tech campaign.
In a Tech campaign, people may attempt actions impossible in a standard campaign world. Space travel, computer systems, and advanced alchemy all create expanded opportunities for characters to use the skills in which they have trained. Below are some of the new ways in which a character might take advantage of the Skill system.

Acrobatics

Maintain Vehicular Control
When driving a vehicle that is not equipped with natural or artificial Intelligence, a character must succeed on an Acrobatic check
...
Posted by: wrecan on Jun 17, 2010 at 07:18:15 PM

This is the final blog of my Unbloodied Heroes series exploring alternatives to 4e’s noncombat mechanics. In this blog, I will describe a proposed overhaul of the Skill system. The blogs in this series are:

Unbloodied Heroes 1: An Introduction
Unbloodied Heroes 2: Exposition from a Point of View
Unbloodied Heroes 3: Interludes: Backgrounds and Retraining
Unbloodied Heroes 4: Travel and Group Efforts
Unbloodied Heroes 5: Exploration and Individual Efforts
Unbloodied Heroes 6: Skills Reimagined
Related to this blog series are my prior series on Combat Investment, Social Challenges, and Protagonocentrism.

In prior blogs in this series I discussed how exposition should be handled through Points of View, how there should be an expansion of Backgrounds and Retraining, how team endeavors should

...
Posted by: wrecan on Jun 10, 2010 at 07:04:15 PM

This is the fifth blog of my Unbloodied Heroes series exploring alternatives to 4e’s noncombat mechanics. In this blog, I will describe proposed mechanics for Exploration and other Individual Efforts. The blogs in this series are:

Unbloodied Heroes 1: An Introduction
Unbloodied Heroes 2: Exposition from a Point of View
Unbloodied Heroes 3: Interludes: Backgrounds and Retraining
Unbloodied Heroes 4: Travel and Group Efforts
Unbloodied Heroes 5: Exploration and Individual Efforts
Unbloodied Heroes 6: Skills Reimagined
Related to this blog series are my prior series on Combat Investment, Social Challenges, and Protagonocentrism.

Individual efforts constitute any efforts in which characters succeed as individuals, even if as part of a larger group effort. Combat is the quintessential individual

...
Posted by: wrecan on Jun 3, 2010 at 07:08:27 PM

This is the fourth blog of my Unbloodied Heroes series exploring alternatives to 4e’s noncombat mechanics. In this blog, I will describe proposed mechanics for Travel and other Group Efforts. The blogs in this series are:

Unbloodied Heroes 1: An Introduction
Unbloodied Heroes 2: Exposition from a Point of View
Unbloodied Heroes 3: Interludes: Backgrounds and Retraining
Unbloodied Heroes 4: Travel and Group Efforts
Unbloodied Heroes 5: Exploration and Individual Efforts
Unbloodied Heroes 6: Skills Reimagined
Related to this blog series are my prior series on Combat Investment, Social Challenges, and Protagonocentrism.

A group effort constitutes any effort in which the party must fail or succeed together. Travel is the most obvious example of a group effort. The entire party will reach its

...