Fellow players,
I’ve been thinking about introducing a new skill system in my upcoming conan campaign, and would gladly hear your opinions about it. I haven’t game-mastered any new d20 game previously, which means that it’s hard for me to predict how my suggested skill system would play out. I would like to try a system where characters can advance independently of levels. I want it to be a bit less static than arbitrarily assigning skill points when you level up, and more tied to what the characters experience in game and focus on when training.
Here goes.
1. Instead of raising a skill by one by spending a skill point (or two for a non-class skill), all skills are raised by spending 10 skill points (or 20 for cc).
2. Instead of getting the usual skill points at first level (e.g. 4 x 8 + INT modifier for scholar), players can assign 10 times that amount (e.g. 40 x 8 + INT modifier for scholar).
This system will, of course, result in the same initial skill levels as the original system. The difference is that the game master can assign small amounts of skill points during play. It is also important for the following rule changes:
3. Characters don’t get any skill points when they gain a level.
4. Instead, characters can train skills during play or, if possible, between sessions. Two weeks of training will yield skill points based on the character’s current career. For instance, the scholar will gain 8 + INT-modifier per two weeks; a barbarian will gain 4 + INT-modifier. I.e.: A scholar with +2 INT modifier will need two weeks of training to gain 10 skill points (8 + 2 = 10), which will allow her to raise a class skill. Four weeks of training will be needed to increase a non-class skill by one (2 x 8+2 = 20).
5. Some skills can be trained without a teacher or without materials, such as Concentration or Bluff (although the latter requires the character to be socially active). Other skills need materials, such as books, or a teacher. Many knowledge skills would fall into this category.
6. Moreover – skills needing materials or assistance will be capped depending on the source of information. A teacher cannot, for example, offer any assistance if the student is more knowledgeable than herself (i.e. have higher skill). In the case of books, each text has a skill cap. I.e.: A certain tome has a skill cap of 3 for the skill Knowledge: Geography. A student can increase her skill to 3 when training with the book. If she wants to increase her skill further, she has to find a teacher or text with higher ratings.
7. After each session, I will award a few skill points to be used on skills that were used during play. This will mean that characters will pick up some odd skills during adventuring, even though they do not actively train that skill.
It is my intention that this skill system will urge the players to actively search sources of knowledge (such as books and teachers), and that they will want to take some time off regular adventuring to train.
I am aware that this system is ill-suited for many types of games – for instance campaigns where the heroes either have very much or very little time to train. It is my intention to pace the play so that the skill increases follow the intended level increases, more or less.
Comments are greatly appreciated.
I’ve been thinking about introducing a new skill system in my upcoming conan campaign, and would gladly hear your opinions about it. I haven’t game-mastered any new d20 game previously, which means that it’s hard for me to predict how my suggested skill system would play out. I would like to try a system where characters can advance independently of levels. I want it to be a bit less static than arbitrarily assigning skill points when you level up, and more tied to what the characters experience in game and focus on when training.
Here goes.
1. Instead of raising a skill by one by spending a skill point (or two for a non-class skill), all skills are raised by spending 10 skill points (or 20 for cc).
2. Instead of getting the usual skill points at first level (e.g. 4 x 8 + INT modifier for scholar), players can assign 10 times that amount (e.g. 40 x 8 + INT modifier for scholar).
This system will, of course, result in the same initial skill levels as the original system. The difference is that the game master can assign small amounts of skill points during play. It is also important for the following rule changes:
3. Characters don’t get any skill points when they gain a level.
4. Instead, characters can train skills during play or, if possible, between sessions. Two weeks of training will yield skill points based on the character’s current career. For instance, the scholar will gain 8 + INT-modifier per two weeks; a barbarian will gain 4 + INT-modifier. I.e.: A scholar with +2 INT modifier will need two weeks of training to gain 10 skill points (8 + 2 = 10), which will allow her to raise a class skill. Four weeks of training will be needed to increase a non-class skill by one (2 x 8+2 = 20).
5. Some skills can be trained without a teacher or without materials, such as Concentration or Bluff (although the latter requires the character to be socially active). Other skills need materials, such as books, or a teacher. Many knowledge skills would fall into this category.
6. Moreover – skills needing materials or assistance will be capped depending on the source of information. A teacher cannot, for example, offer any assistance if the student is more knowledgeable than herself (i.e. have higher skill). In the case of books, each text has a skill cap. I.e.: A certain tome has a skill cap of 3 for the skill Knowledge: Geography. A student can increase her skill to 3 when training with the book. If she wants to increase her skill further, she has to find a teacher or text with higher ratings.
7. After each session, I will award a few skill points to be used on skills that were used during play. This will mean that characters will pick up some odd skills during adventuring, even though they do not actively train that skill.
It is my intention that this skill system will urge the players to actively search sources of knowledge (such as books and teachers), and that they will want to take some time off regular adventuring to train.
I am aware that this system is ill-suited for many types of games – for instance campaigns where the heroes either have very much or very little time to train. It is my intention to pace the play so that the skill increases follow the intended level increases, more or less.
Comments are greatly appreciated.