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Old 04-23-2012, 01:25 PM   Top  -  End  -  #1
tarkisflux
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Default Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Hello again GitP. Long time, no post.

A while back I started working on a skills rewrite. D&D 3.x placed a high value on skills but never actually delivered anything with them. You could use them for cool things with epic rules, but no one ever did because 1) epic had it's own problems and 2) people already had items to do the things for them anyway. Later classes suffer from this less than early classes, but they're also more narrow than I prefer. So I was annoyed at the state of things, had some time on my hands, and went about trying to fix it.

Well, the second editing pass through the skills has been complete for a bit now, and I thought I'd put it up for general comment / criticism / PEACHing. Please note that it is currently incomplete in some sections (mostly fluff chapters and feats), but I'm happy enough with it's current form to share it more broadly. Consider it in beta for feedback if you like, with a side of actively soliciting feats and other bolt on additions for inclusion.

The work is currently hosted at www.dnd-wiki.org, and I am not planning on porting the full work over. It is long and I don't want to have to update it in multiple places. I do want people to get a sense of what it's all about without having to click on a link, especially since that link may be blocked for some people, so I am bringing in a few representative sections. Those should be added to the reserved posts shortly.

Here's the link to see the complete project though: Tome of Prowess

And here's some design intent, to help you understand what I was going for and/or for you to quibble with.
  • Add mid and high level utility to skills and generally make the subsystem matter after level 5. A big part of that was bringing utility effects from spells into the skill system in a way that wasn't just "now you can use X spell".
  • Skill abilities should be differentiated from spell abilities, as well as the skill subsystem from the magic subsystem. This mostly happened by putting skills on an at-will schedule, with penalties for failure to discourage (or even disallow under certain circumstances) people from just using them all day.
  • Any skill that exists should be approximately level appropriate from 1-20, whether that's through inherent scaling of the ability or additional unlocked abilities. Anything that doesn't hold up gets merged or dropped.
  • Skills should be similarly versatile and useful, while retaining their focus and niche. Most of this works out as a result of pushing for level appropriateness, but some needed to be broken up to spread the love around.

*A note on the name - The name is more a reference to the Tome of Battle or Tome of Magic supplements, works that redid or added a new subsystem, rather than the Frank and K Tomes. I did take scaling skill feats idea from their work and write feats along those lines, but there's some additional acquisition limits on those not present elsewhere.
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My skills rewrite: Making mundane a level range, not a descriptor.

Warning About My Comments:
Spoiler

Last edited by tarkisflux : 04-23-2012 at 05:02 PM. Reason: updating title
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Old 04-23-2012, 01:27 PM   Top  -  End  -  #2
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e]

A lot of things here don't work like the old skill system. Here's a list, along with some discussion as to why:

1) Characters no longer gain or lose skill points based on their intelligence modifier.
The skills are really substantially stronger. Giving bonus skill points for any attribute is more like giving bonus feats for having a high attribute, or giving bonus spells to everyone for having a high attribute. It basically makes that attribute too valuable in comparison to the others. If you feel that this makes intelligence less valuable, I would agree with you to a point. It's no more or less valuable than Wisdom or Charisma are for any given class (excepting save considerations... more on those later), as Int is the relevant attribute for the same number of skills and other bonus changes mean that you need a decent one if you want to be good at those things. You can only really get away with dumping Int if you're not playing a character with Int based skills that you care about, which seems sufficiently in genre to me. There is also a related save variant due to some "secondary save" style skill abilities that shifts the reflex save burden to Int that helps a bit.

2) Cross class skill ranks are purchased at the cost of 1 skill point, not 2. The cross class maximum skill rank is equal to your (character level + 3), divided by 2. This is rounded up.
I'm comfortable with a trade of 1 level appropriate skill for 2 sets of not-level appropriate skill abilities, and I don't see any reason to charge people any more than the loss of power for the increase in flexibility. I think it's a fairly poor tradeoff most of the time anyway, but there are reasons someone might want to do it. Why this is a poor trade will make more sense in a few points.

The rounding rule is specifically so that people don't have skill points laying around after level up, since they can't otherwise invest in their cross class skills every other level.

3) Retraining is a core part of this revision, not an optional rule.
This gets some flack from people for a number of assorted reasons, but is more or less required if you want to approach the level of flexibility full casters have. They get to prepare different spells from your pool, you get to prepare different skills from your class list given sufficient time. Additionally, the class skill / skill point assignments are set in such a way that there aren't enough class skills for people to retrain without some overlap with their previous skills. Further, selection of any skill feat is going to provide a strong incentive to not retrain certain skills, so the narrative complaint that "you've always been able to do X and now you can't" is somewhat mollified.

4) All skill bonuses other than attribute bonuses are now of the competence type, and capped at +3. This includes racial bonuses.
4a) Synergy bonuses no longer exist.
4b) Skill items are drastically different, and grant non-stacking ranks or re-rolls instead of bonuses most of the time.
4c) Spells that grant skill bonuses or ranks need to be toned down, removed, or rewritten to not interact with the skill system in the first place.
This is a design decision stemming from the following problem: you can't set DCs without an expectations of what bonuses people will have at a given level. If you allow people to have substantial bonuses to skills that they already have maximum ranks in, you get to decide if those bonuses can make people auto-succeed all the time or if those bonuses are required to have a level appropriate modifier in the first place. Since the first is unacceptable and the second is an item tax, I don't want to do either of those. So skill bonuses got removed or retooled to keep people's bonuses more in line. They might have substantially less than that, but they won't have more. Attribute bonuses remain somewhat problematic, and there's a discussion about the options you have for dealing with them.

5) Skills unlock new abilities when you put new ranks in them.
This is sort of a mechanical kludge to deal with the RNG. If you want low level characters to not attempt high level skill abilities, you have to spread the DCs out a lot or put up other barriers to entry. Spreading out the DCs has other issues associated with it, so barriers to entry it was.


6) Skills include benefits and penalties based on the degree of success.
This is designed to keep skill abilities relevant as you grow in level, and also to incorporate the "take a penalty to your roll to try to do better" thing.

7) "Taking X" rules have been updated.
You can take 4 times as long to "take 15", which was added to fill in the results gap and because there is a margin of success every 5 points. Jumping from bare success to fantastic success with no way to hit the middle was odd.

"Taking 20" includes a rule that you are considered to have rolled a 1 before you roll the 20, so any possible failure will happen. This serves to basically reserve taking 20 for times when there is no chance of failure you care about without actually putting the prohibition in, because the prohibition is weird in some cases with the measured success setup.

Additionally, you can "take X" even under pressure as long as you have 4 more ranks than the required amount. This rule is there to allow people to just do things without a chance of failure, since anything you could attempt 4 levels ago should be something you're comfortable with now. You will still check when you want to try to do better of course, but if "good enough" is fine for the situation you should be able to just do that. Ability check bloat is a serious concern for me with this revision.

8) Knowledge skills have been reworked, and aren't really knowledge skills anymore except with respect to monster knowledge.
The "know campaign" stuff ability was more or less valuable depending on the type of game, but also didn't really scale with level in any way that was good. So rather than make people spend character resources on it, it gets sort of handwaved now.

9) Craft, profession, and perform have been removed.
These skills just don't have the same utility value as other skills, and I don't really think it's possible to design them such that they ever would (well, you could do perform, but you'd probably invalidate the bard). If I told you you could walk on air or be a really really good bartender/flutist/mundane blacksmith, which would you choose? The standard handling of these is similar to knowing stuff, you write it into your backstory instead of spending character resources on it. There's a potentially more crunchy setup for this in my pile of WiP, but it wouldn't work on skill points at all.

10) Assorted subsystems and class features have been updated to better interact with skills.
Specifically riding, animal training, spellcasting interruption, overland movement, pickpocketing, tracking, trapfinding, and divine spellcasting. There's a whole chapter on it.
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My skills rewrite: Making mundane a level range, not a descriptor.

Warning About My Comments:
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Last edited by tarkisflux : 07-17-2012 at 03:59 PM.
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Old 04-23-2012, 01:33 PM   Top  -  End  -  #3
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e]

This is a sample of the skill abilities available in the Tome of Prowess, compressed into summary form and hidden in spoiler blocks to try to mitigate tl;dr responses. It's not a complete list of the skills, because this is already long enough. The full summary list can be found here
[hr]

Acrobatics
Acrobatics is a movement skill. It allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you. Those really skilled in acrobatics can even walk on the air itself or catch a ride on bolts of lightning.
Key Attribute: Dexterity
Spoiler


Affability
Affability is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others. Those with exceptional skill in affability can talk others out of blinding rages or into potentially suicidal actions.
Key Attribute: Charisma
Spoiler


Appraisal
Appraisal is an analysis skill. It signifies an attention to detail that allows you to recognize forgeries, doctored goods, or knockoffs as well as price and identify goods and even share your insights with those suffering from a lack of logic. Those with attention to detail are also those who make good adulterers and forgers of work, so this skill is also used to make objects appear to be worth more than they are. Those with substantial skill in appraisal can even determine the functions of magical objects simply by examination.
Key Attribute: Intelligence
Spoiler


Arcana
The Arcana skill represents dedicated study into the workings of arcane magic. While that study manifests itself most strongly as the ability to better understand and recognize arcane magics, those who study Arcana also learn the underpinnings of creatures created and maintained with those magics, constructs and the undead. Characters with substantial training in Arcana can even use arcane spell completion items containing spells not normally accessible within their class and ignore attribute requirements on magical items.
Key Attribute: Intelligence
Spoiler


Athletics
The athletics skill is a movement skill. It allows you to ascend surfaces, swim through waters, or swing through a jungle on vines that would otherwise block you. Those with a lot of skill in athletics can even climb walls of force or swim against tsunamis and in other conditions that have no terrestrial analogue.
Key Attribute: Constitution
Spoiler


Bluff
The bluff skill is a social skill involving the art of trickery. With it you can convincingly lie, hurt the image of others, and take on the identity of another individual. Those with advanced training in Bluff can even implant false thoughts in their own heads and lie to divination sensors.
Key Attribute: Intelligence
Spoiler


Ciphers
Ciphers is an analysis skill. With it you can piece together patterns in written work, translating ancient languages, cracking codes that hide meaning, and even determining what is missing from a scroll to release its power. Those with a great deal of skill in Ciphers can even become fluent in dead languages or avoid triggering written trap effects.
Key Attribute: Intelligence
Spoiler


Concentration
Concentration is a purely mental skill. Those trained in it can ignore distractions and focus on a complicated task and perfectly memorize complicated things. Those with a great deal of skill in concentration can even focus their way past spell effects that would paralyze or alter their minds.
Key Attribute: Wisdom
Spoiler


Creature Handling
Creature handling is a social skill, where you spend a lot of your time talking to creatures unlikely to talk back. It allows you to make a creature perform a trick (even those it hasn't been trained for), influence how creatures feel about you, train creatures to perform tasks, and even keep rabid beasts at bay without drawing blood. It is also the default skill used in riding, though there are alternative methods of acquiring the ability to ride well. Those with exceptional skill in animal handling can even train animals almost instantly, a skill prized among those who would teach their creature friends to defend their territory against invaders.
Key Attribute: Wisdom
Spoiler


Cultures
The cultures skill represents your dedication to the studies of the peoples of the world, their languages, and cultures. Those who spend time learning about others learn their language and can better recognize them when they meet, in peace time or war. Those who learn a great deal about others can also use that knowledge to try to activate magic items, even when they have no idea what the item would do. They can also pick up new languages just by being exposed to them.
Key Attribute: Charisma
Spoiler


Devices
The devices skill is an applied skill that helps you bypass dangers. With it you can disarm mechanical traps, disable waiting magics, open secured locks, and sabotage complex devices. Those with advanced training in devices can even trap magical items, lay false traps to slow pursuit, and even disable spell effects like arcane lock or wall of fire.
Key Attribute: Intelligence
Spoiler


Disguise
The disguise skill is an applied skill that allows you to change appearances and form. With it you can change your features, change the appearance of others, and even change your weight or height. Those with substantial skill in disguise can craft elaborate costumes to appear as more fantastic creatures, emulating their abilities and even operating in places they normally couldn’t.
Key Attribute: Charisma
Spoiler

[hr]

Skills without a complete summary appear below. As I get around to fixing that, the line will be moved down.

Dowsing

Endurance

Escape Artistry

Geomancy

Healing

Intimidation

Jump

Legerdemain

Perception

Psychology

Stealth

Survival

Thaumaturgy

The full summary list can be found here.
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My skills rewrite: Making mundane a level range, not a descriptor.

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Old 04-23-2012, 01:35 PM   Top  -  End  -  #4
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e]

... and here are the nicely formatted Acrobatics and Intimidation skills.

Acrobatics
Acrobatics is a movement skill. It allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you. Those really skilled in acrobatics can even walk on the air itself or catch a ride on bolts of lightning.
Key Attribute: Dexterity

Base DCs and Modifiers
Spoiler


Untrained Uses
Spoiler


Rank 1 Uses
Spoiler


Rank 4 Uses
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Rank 6 Uses
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Rank 8 Uses
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Rank 10 Uses
Spoiler


Rank 12 Uses
Spoiler


Rank 14 Uses
Spoiler


Rank 16 Uses
Spoiler


Intimidation
The intimidation skill is a social skill involving the threat of force, violence, and other unpleasantries. With it you can scare people into helping or running from you. Those who practice intimidation intensely can scare off larger groups of people, demand obedience from others, and break fear’s grasp over people.
Key Attribute: Charisma

Suggested Rule Change
Spoiler


Check Modifiers
Spoiler


Rank 1 Uses
Spoiler


Rank 4 Uses
Spoiler


Rank 6 Uses
Spoiler


Rank 8 Uses
Spoiler


Rank 10 Uses
Spoiler


Rank 12 Uses
Spoiler
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My skills rewrite: Making mundane a level range, not a descriptor.

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Old 04-23-2012, 01:37 PM   Top  -  End  -  #5
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e]

And some skill feats. The [Prowess] type is a new type used for differentiation purposes, since one of the wiki contributors wanted to write a class ability that granted bonus non-scaling skill feats, and it was weird to word without a new type. It would have just been the [Skill] type, but that was already taken ;-)

Angry Glare [Prowess]
False friends wither under the weight of your glare.
Prerequisites: Intimidation 4+ ranks
Benefit: When you are affected by an Affability ability, you may make an Intimidation check as a free action. If your check exceeds your opponent's check, your opponent resolves the ability as if they had rolled the worst possible result.
You may also make an Intimidation check in place of a will save against any [Charm] or [Compulsion] effect. You suffer a penalty to your check equal to the effect level, or half the initiator's CR for effects without spell, power, maneuver, or similar level.

Mounted Combat [Fighter]
You are a skilled rider and combatant, and have brought the two together.
Prerequisites: Base Attack Bonus +1
Benefit: When making a ride check or a swift mount / dismount check, you may use your Base Attack Bonus + your Dexterity Modifier + 3 in place of your normal ride modifier. You may take 10 on this replacement riding check at any time, even under pressure or in combat. Normal: You must invest in the ride (or other equivalent) skill to be a competent rider.
Special: A fighter may select Mounted Combat as one of his fighter bonus feats.

Dimensional Wrangler [Skill]
You could wrangle a blink dog or a pocket dimension with the right knot.
Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Survival.
  • 0 ranks: You receive a +3 competence bonus on Survival checks.
  • 4 ranks: You may bind a helpless, pinned, or willing adversary as a full-round action instead of a 1 minute action. You also gain proficiency with the lasso, and can create a lasso from any available length of rope as a move action. This exotic two-handed weapon has a reach of 30' for a medium creature (or less if an insufficient length of rope is available), threatens no spaces, and can be used against any creature within range. Attacking with a lasso requires a ranged touch attack, and you may substitute your survival bonus in place of your ranged attack bonus. If successful, the target is considered bound as if you had used the Bind Adversary skill ability on them. If your attack exceeded their touch armor class by 5 points you have also bound half of their arms. If your attack exceeded their touch armor class by 10 points you have bound all of their arms. Bound arms may not be used until the rope is removed or the target successfully escapes it. Once you have bound a foe with a lasso, you may drop it without them escaping their binding. If you continue holding the lasso you gain some control over their movement, however, and they may not leave the area that the lass could reach without winning an opposed strength check against you. Additionally, you may attempt to trip them on your turn, with a +4 bonus, as a move action. If you fail the opposed check, they may not attempt to trip you back. If a bound foe falls prone, you may make attempt to trip them as a free action whenever they attempt to rise. You still get a +4 bonus to this attempt.
  • 9 ranks: Tiny proto-dimensions are everywhere, and can be caught with a lasso if you know how. As a full round action you may use a lasso to duplicate the effect of a rope trick spell, with a caster level equal to your ranks in survival - 3.
  • 14 ranks: Binding a creature isn't helpful if they can just teleport away. Any creature you bind with a rope is also subject to a dimensional anchor effect. This lasts until the target frees itself, and is considered to have a caster level equal to your ranks in survival - 3.
  • 19 ranks: Binding a creature that was never really there in the first place is frustrating, and you have learned how to keep them from simply returning to their bodies. While a silver or secondary body of a creature who is astrally projecting is bound with one of your knots, they are unable to return to their physical bodies. Creatures so trapped must also make a will save each round against a DC equal to your survival bonus. Those who succeed at this save must continue saving each round until they free themselves from your lasso or fail the save. Those who fail the save have their cords cut, and their bodies die wherever they are located. The astral body becomes helpless but remains conscious and is prevented from passing on to the after life until you release it from the binding. Any attempt to raise the target automatically fails as long as their astral self remains bound in your rope.

Enduring Physiology [Skill]
If things got really bad, you could always just hide under a rock for a century or two until they improved.
Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Endurance.
  • 0 ranks: You gain a +3 competence bonus to Endurance checks.
  • 4 ranks: Your body processes slow substantially. You only need to eat and drink half as much as normal, and can hold your breath for 4 rounds per point of Endurance bonus or your Constitution score, whichever provides the larger time. You may make an Endurance check in place of a Fortitude save against poisons or diseases. You no longer suffer attribute penalties for aging as deterioration simply doesn't happen at the same pace.
  • 9 ranks: You no longer require food or water to sustain your body, or whatever other crude physical matter would otherwise sustain you. You can still eat and drink if you want to, refreshment tastes as it would normally and your body still processes it normally if you do take it in. You can hold your breath for 1 minute per point of Endurance bonus. You also gain immunity to mundane diseases, ingested poisons, and contact poisons, but not injury or inhaled poisons. Your maximum age limit is doubled.
  • 14 ranks: You no longer need to breathe to sustain your body, and can hold your breath indefinitely. You become immune to any effects that require you to inhale them first, as well as immunity to magical diseases and all poisons. Your maximum age limit is quadrupled.
  • 19 ranks: Your body resists attempts to weaken it exceedingly well. You do not suffer Ability Damage and Ability Drain that would be applied to your Strength, Dexterity, or Constitution scores. You have no maximum lifespan and are immortal barring magic, violence, or other things of that sort. If you ever feel like passing on "naturally" you may do so with 8 hours of meditation.

Metaphysical Escapist [Skill]
The world has chains, even if you can't see them. And just like any other chains, if you slip just right....
Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Escape Artistry.
  • 0 ranks: You gain a +3 competence bonus to Escape Artistry checks.
  • 4 ranks: You can adjust the hold the ground has over you, directing your bindings elsewhere briefly. This allows you to walk up walls or through loops or over any other surface that would hold your weight if it were actually below you. As part of a move, double move, charge, or run action you may attempt to travel over such a surface. You must succeed on a DC 20 Escape Artistry check to successfully complete your move, however. If you fail this check you are unable to traverse the surface and lose 10' of movement from your move action, and such a failure reduces a run or charge action to a simple double move. You may not exceed your base move on this surface, nor may your end your move on this surface. You fall prone (as well as down, if applicable) if you do not reach a surface you could stand on normally within these limits. You may otherwise attempt this as often as you have movement to spare in a round and ground to start from.
  • 9 ranks: You can slip just the tiniest bit out of sync with the prime material plane, for a short time anyway. This requires a swift action and a DC 25 Escape Artistry check. If you succeed, you gain the ability to perceive the ethereal plane, or any other single coterminous plane of your choice, out to a distance of 60'. Further, any ability or attack you make can be considered to originate on the prime material plane or the coterminous plane, as you prefer.
  • 14 ranks: You can actually slip out of sync with the prime material plane, just not for long. This requires a swift action and a DC 30 Escape Artistry check. If you succeed you physically enter the ethereal plane, or other coterminous plane of your choice, for one round. You may remain for longer, but must succeed on an additional check each round. Use of this ability is tiring, however, and counts as a round of taking a flat-out action regardless of what you actually do with your round in the coterminous plane.
    Additionally, you may attempt the rank 9 benefit of this feat as a free action, though the DC increases to 30.
  • 19 ranks: With an hour of meditation and a DC 35 Escape Artistry check, you can slip free of your physical self and the material world. This largely duplicates the effects of astral projection, except that it is an (Su) ability and you may not bring anyone with you. You must succeed on a new check every 24 hours or the effect ends and you return to your waiting body. When you return to your body, whether intentionally or due to violence or a failed check, you are exhausted for 1 day. You may not attempt this meditation again until the exhaustion has passed.


Additional feats can be found here. Please note that a number of these feats are not my work, as the feats section was the first to actively seek outside contributors.
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My skills rewrite: Making mundane a level range, not a descriptor.

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Old 04-23-2012, 01:38 PM   Top  -  End  -  #6
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e]

Reserved just in case.

Feel free to post below. Comments are very much appreciated, as is your time reading over these walls of text :-)
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My skills rewrite: Making mundane a level range, not a descriptor.

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Old 04-23-2012, 01:52 PM   Top  -  End  -  #7
Welknair
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e]

Wow, this looks very nice! I'll need to read it through in more detail later, but my initial impression is very good! I like the direction you're taking this.
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Old 05-10-2012, 04:12 PM   Top  -  End  -  #8
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Based on bug reports, concerns, and criticisms the following changes have been made since this was posted.

Changelog:
  • General -Updated Distracted and Extremely Distracted penalties. Removed Shocked.
  • General - Disguise renamed to Transformation to better indicate revised focus
  • Appraisal - Detect Fraud removed from Appraisal; ability to tell real merch from fake rolled back into standard Appraise abilities.
  • Concentration / Endurance / Escape Artistry - New end conditions for secondary save abilities - +5 total bonus = success; DC-11 = failure. Boosted bonus modifiers to +/-2 and +/-3.
  • Concentration - Split up Split Focus and Manage Interruption abilities of Concentration, since they were aimed at different things. New text should be more clear.
  • Dowsing - Sense Presence moved to rank 8. Blindsense at level 3 was probably too much anyway.
  • Dowsing - Sense Presence now grants passive perception with your blindsense based on your dowsing bonus. Increased action to take a real "notice" check with blindsense from Sense Presence to standard action. Limited to 1 check per round. This is basically a standardization of action costs with Notice ability in perception.
  • Dowsing - Sense Presence now disallows standard notice checks other than passive ones. Perception considered distracted (-5 penalty) while it's active. Using both at once was not intentional.
  • Endurance - Clarity edit for Not Finished Yet so that targets are only stunned if that is a less bad condition than the alternative, like dead. Also specified that immunity to stun does not apply in that case.
  • Legerdemain - Clarified Conceal Action ability. Now only applies to touch and sight events, adds to base perception DC instead of replacing it (for touch applications), and does not grant an immediate notice check in violation of notice limit.
  • Legerdemain - Added Faster than the False Eyes ability to Legerdemain, so they can deal with enhanced senses. May still split the ability, to better mirror other enhanced sense countering abilities.
  • Perception - Special sensory abilities updated and clarified in Notice ability. They are now included in every passive and active check, since it works out the same way.
  • Perception - Notice now only allows one check per round, whether it is passive or active.
  • Perception - Discern Fraud lost reroll ability, as it wouldn't work as intended.
  • Perception - Discern Transformation renamed, and now used to detect Transfigurations. Rolling well allows ability to dismiss Transfigurations with a touch attack or grants bonus on dispel checks.
  • Stealth -Foil Senses was broken up into two groups. Tremor and blindsense are blocked at rank 8, and blindsense is blocked at rank 10.
  • Transformation - Costumes limited to disguise level abilities. Still grant minor height and weight changing.
  • Transformation - Fire-retardant face paint given a 10 day expiration.
  • Transformation - Fantastic Costume et al renamed to Transfiguration abilities. Limited number of abilities on hand at any time, but can be spread across one or many transformations as desired. Duration nerfs as well. Now opposed by Discern Transmutation in perception, and can not be seen by insufficiently trained individuals. Also given 10 day expiration.
  • Transformation - Transfiguration abilities moved back 2 ranks, to more directly compete with polymorph and to line up with Discern Transmutation in Perception. Alter self is largely ignored now though.

That's actually a pretty big set of changes. If anyone here comes across something odd, feel free to let me know. I won't promise it'll get changed, since it may be working as intended, but it will certainly get looked at and discussed.
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Old 07-20-2012, 07:10 PM   Top  -  End  -  #9
Eldan
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

So, this is more or or less stream of consciousness notes, the first thing that comes to mind when reading this thread. I'll go over to the Wiki later.

No skill points based on intelligence is a really new approach to me, and not one I've ever seen before. My first instinct is to cling to the fluff and say "But smart people learn more!" but we'll see where this goes. Your reasoning seems basically solid.
An interesting side effect of that is that intelligence is now a "useless" attribute. It is, together with Charisma, the only attribute that doesn't seem to influence anything other than skill modifiers, outside of classes. Strength has breaking down doors and carrying capacity. Dexterity is AC and reflexes. Constitution is HP and fortitude and Wisdom is will saves. Pure int and cha are... nothing. THat said, the replacement save thing might save this.

Cross class ranks: I think most house rule collections I've seen do this now. It just makes sense.

Retraining: this is something I never liked. "Oh, no. Redgar can't climb anymore. He learned swimming this morning." It's... silly. Yes, I see the benefit of flexibility. And I dislike it.

All boni are competence boni: why? I'd at least leave circumstance boni in. They make sense. A task is easier for some reason, so you have a +2. It's one of the DMs most important tools for players with creative planning.

Skills unlock new abilities: no problems with that. Good thing. At least you didn't include Skill tricks, I hate them.

Degrees of success are theoretically a good idea. I'm just wondering how complicated this system is now getting. Have you ever seen it in actual play?

I'm not sure I like the "Taking 20 includes having rolled a 1" rule. Taking twenty usually represents being much, much more careful. I don't see "automatic failure first" working with this. "I'm taking this trap apart part by part with my finest tool and the plans open on my lap so nothing can go wrong!" -> Bang automatic failure, you die. This just doesn't seem right. Taking 20 is to avoid failures, not producing them.

Knowledge skills. This, I think, is the first change that makes me go "nononono" in my head. That would never happen at my table. Knowledge skills are essential to the game. I don't want them handwaved. You say they depend on the type of campaign. So does every other skill. If you never need to know history, knowledge: history is useless. If you never get punched while spellcasting, concentration is just as useless. If we exclude every skill that could ever be useless, there would be nothing left.

Also perform. It's an essential skill, and I wouldn't want it removed. Half my characters are either bards or practised performers, and I can think of a dozen anecdotes off-hand where a player's performance saved a campaign in some way. Same with knowledge. Walking on air comes up very rarely. Where it does, I'd probably just allow a player to do it for show (i.e. write it on their character sheet).

I'll get to specific skill examples later.
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Old 07-20-2012, 08:05 PM   Top  -  End  -  #10
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Responses bolded in quote for laziness :-)

Quote:
Originally Posted by Eldan View Post
So, this is more or or less stream of consciousness notes, the first thing that comes to mind when reading this thread. I'll go over to the Wiki later.

I appreciate the offer, but I won't hold you to it. It might be that this fails the "would you play it" question at the start, in which case I appreciate your taking a look at it but wouldn't ask for anything more.

No skill points based on intelligence is a really new approach to me, and not one I've ever seen before. My first instinct is to cling to the fluff and say "But smart people learn more!" but we'll see where this goes. Your reasoning seems basically solid.
An interesting side effect of that is that intelligence is now a "useless" attribute. It is, together with Charisma, the only attribute that doesn't seem to influence anything other than skill modifiers, outside of classes. Strength has breaking down doors and carrying capacity. Dexterity is AC and reflexes. Constitution is HP and fortitude and Wisdom is will saves. Pure int and cha are... nothing. That said, the replacement save thing might save this.

It's mentioned above, but there's a suggestion in the full work to migrate Fort -> Str, Ref -> Int, and Will -> Cha in conjunction with the standard assignments being represented in skill format. If you don't like that suggestion, and I know plenty of people who don't, then I get to lean on people caring about skill abilities to not dump attributes. In playtesting (my groups and others), this is exactly what they've done.

Cross class ranks: I think most house rule collections I've seen do this now. It just makes sense.

Retraining: this is something I never liked. "Oh, no. Redgar can't climb anymore. He learned swimming this morning." It's... silly. Yes, I see the benefit of flexibility. And I dislike it.

I haven't actually seen people retrain in playtesting, so I think most people just don't worry about it. So it's mostly an unrealized benefit, but one I wanted to make sure was available.

All boni are competence boni: why? I'd at least leave circumstance boni in. They make sense. A task is easier for some reason, so you have a +2. It's one of the DMs most important tools for players with creative planning.

That was not an intended casualty actually. "The DM's best friend" +/-2 modifier should be in there still.

Skills unlock new abilities: no problems with that. Good thing. At least you didn't include Skill tricks, I hate them.

Degrees of success are theoretically a good idea. I'm just wondering how complicated this system is now getting. Have you ever seen it in actual play?

Yes, and gotten playtest reports. There's some extra lookup at the table involved, but everyone who has tried it has been fine with the slight delay in lookup given the other things that came along with it (and there's arguably less slowdown in other places that makes up for it anyway).

I'm not sure I like the "Taking 20 includes having rolled a 1" rule. Taking twenty usually represents being much, much more careful. I don't see "automatic failure first" working with this. "I'm taking this trap apart part by part with my finest tool and the plans open on my lap so nothing can go wrong!" -> Bang automatic failure, you die. This just doesn't seem right. Taking 20 is to avoid failures, not producing them.

The taking 20 rule also normally doesn't allow you to do it in a lot of situations. It's a mechanical representation of rolling over and over again until you get a 20, which often involves rolling very low first. This is just a different form of the rule so that I don't have to include "yes take 20" / "no take 20" on abilities. Instead I can just say "you can take 20 whenever you want, but it might not work out".

Knowledge skills. This, I think, is the first change that makes me go "nononono" in my head. That would never happen at my table. Knowledge skills are essential to the game. I don't want them handwaved. You say they depend on the type of campaign. So does every other skill. If you never need to know history, knowledge: history is useless. If you never get punched while spellcasting, concentration is just as useless. If we exclude every skill that could ever be useless, there would be nothing left.

Also perform. It's an essential skill, and I wouldn't want it removed. Half my characters are either bards or practised performers, and I can think of a dozen anecdotes off-hand where a player's performance saved a campaign in some way. Same with knowledge. Walking on air comes up very rarely. Where it does, I'd probably just allow a player to do it for show (i.e. write it on their character sheet).

The intent here isn't to exclude skills that could be useless (climb and swim are still in after all), but to exclude skills that don't scale like the others so that you don't spend character power on character fluff. When you get to specific skill examples, I hope it's more obvious what the differences between them are. I am working on more concrete methods of breaking these things down, because people want to play master flutists and smiths and sages and don't want to just write it in their backgrounds, but the skill point method is basically a non-starter with everything else.

As for the idea that air-walking comes up rarely, I really don't know how to respond. Flight comes up all the time in my games, much more often than performances, and since air walk is just another form of that it too comes up all the time. And I'd rather codify that sort of thing in the advancement rules than hope that nice DMs (like you apparently) would just let people write it on their sheet a certain point.


I'll get to specific skill examples later.
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Old 07-20-2012, 08:16 PM   Top  -  End  -  #11
Eldan
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Thing is, I just don't see how you can say that Knowledge or Perform don't scale in the way climb does. I mean, why is the one fluff, but the other isn't? If I can just write "great sage" on my sheet, why not write "great climber"?
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Old 07-20-2012, 09:44 PM   Top  -  End  -  #12
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Fluff may be the wrong word for it, so let me try to explain my goals a bit better. When I talk about scaling, I mean scaling abilities in addition to scaling numbers. I don't ever want a situation where a player has to choose between walking on water / air, scaring a dozen soldiers, or having a slightly better chance of identifying stone masonry. The latter might be useful, but it's just a numbers boost instead of an ability boost / addition.

Knowledge skills also do things for the game that I just don't like - make the best sages in the world also high level. Same with crafters, performers, and professioners. The best people in their field aren't the people who spent years and decades perfecting their art, they are people who treated these things as secondary concerns while they were out slaying monsters and gaining levels. So eliminating them as a skill, as a thing that you have to spend points on and has a rank cap, means that they can be as high or low as you want.

There's reasons to limit something like climb based on level though. I don't think it's appropriate for level 1 characters to climb walls of force, for example, but I do think it's appropriate for that sort of thing to be available at some point and be reasonably reliable eventually as well. So while I'm perfectly happy with someone writing "great sage of X" on their sheet at level 1, I'm much less so with someone writing "great climber" on their sheet (unless they mean that in a very mundane sense).

This doesn't mean that people don't have knowledge, perform, or craft things anymore though. You can still take knowledge (nobility) or (planes), and so on, and you can do it at any level that you want. You can have both knowledge about things or skill with instruments independent of your level as well as character power limited by your level, you just don't spend the same character resources on them. That's what I meant above when I said I was working on something for them.
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Old 07-21-2012, 09:11 AM   Top  -  End  -  #13
Eldan
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Hm. Okay, I can see that reasoning, even if I don't necessarily agree with everything you said. And finding abilities for Knowledge would be quite difficult.

I could actually see Perform in the way you laid it out up there, though. There have to be roughly ten thousand quasi-magical applications for music. I guess it would make the bard class superfluous, though.
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Old 07-21-2012, 01:12 PM   Top  -  End  -  #14
tarkisflux
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Default Re: Tome of Prowess - A complete skills rewrite and revision [3.5e, PEACH]

Quote:
Originally Posted by Eldan View Post
I could actually see Perform in the way you laid it out up there, though. There have to be roughly ten thousand quasi-magical applications for music. I guess it would make the bard class superfluous, though.
Yeah, I toyed with that one a lot before finally dropping it actually. There's a lot of things you could put in it, enough that you could make several thematically appropriate performs actually. But it does diminish the bard a lot, and I ultimately decided to let people be concert flutists or super drummers on their own, but get any magical bits from performances out of being a bard.

Now, if you wanted to replace the Bard with the Duskblade or Beguiler and do a bunch of perform skills for people instead, that's pretty workable. But it wasn't something I wanted to do to start.
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