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Old 11-02-2012, 02:12 PM   Top  -  End  -  #1
Eldan
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Default Gaols and Giants - Skills Second Draft

Note: many of the ideas here are originally by Tarkisflus and the Tome of Prowess, merely reorganized by me. So, a big thanks to Tarkisflux! Special thanks also to Amechra, for helping to organize the maths.

Skills

Every character gains skill points from his class, which can be spent on any skill, giving a character ranks in that skill.
There is a maximum number of ranks that can be bought in any skill depending on level, equal to the medium progression.
However, character may also wish to specialize in a sub-area of a skill.
Specialization is a special skill trick (see below) that applies only to a certain, more specialized subset of a skill. You gain a bonus of +1 and another +1 for every five character levels in that skill area, effectively changing your skill rank bonus to that of the high progression if you spend full points on the skill.
Players are adviced to work with their DMs in finding relevant sub-areas for specialization that are neither too broad nor too general.

Example: Findelwald the Scholar is level 9, so he can have up to 9 ranks in any skill. His player has bought 9 ranks in Occult, spending 9 skill points. However, as the character is an expert on other planes of existence, he specializes in Occult (The Planes). This changes his bonus to that of the high progression of level 9, +12.

When rolling skill checks, a d20 is rolled and the skill ranks, any relevant modifier and the key ability named after each skill below.
All skills give special abilities that are listed further down, which are gained when a character

Note for third edition players: there are no class skills anymore. Everyone can buy whatever skills he wants.


Acrobatics Dexterity. This represents a character's ability to tumble past his enemies, fit into small spaces and perform other, similar feats of dextrous movement.

Animals Wisdom. This represents a character's ability to gain an animal's trust or train them, as well as his ability to care for them and ride them.

Athletics Strength. A character's ability to climb, run, swim, jump and perform other extraordinary physical feats.

Concentration Wisdom. A character's ability to ignore pain and distracting events around him.

Deception Charisma. A character's ability to deceive others by lying, feinting or disguising their mannerisms.

Devices Dexterity. A character's ability to manipulate, repair or jam delicate machinery or pick locks.

Expertise Intelligence. A character's knowledge about street culture, current events and politics, noteworthy locals and other such applies knowledge.

Heal Wisdom. A character's ability to care for the wounds and ailments of others.

Insight Wisdom. A character's ability to prevent being deceived, as well as recognizing the mental state of others.

Intimidation Charisma. A character's ability to bend others to their will.

Investigation Intelligence. A character's ability to find tiny clues and find necessary information.

Linguistics Intelligence. A character's ability in forging documents and finding forgeries, knowledge about ancient manuscript and obscure languages, learning new languges.

Lore Intelligence. Knowledge of religious customs, dogma and hierarchies, history, nobility and other ancient and current events.

Occult Intelligence. Knowledge about distant planes, rare creatures and magical occurences and rituals.

Perception Wisdom. The ability to notice small details, detect hidden enemies and react to them quickly.

Persuasion Charisma. The ability to convince others of one's viewpoint through words and to make deals.

Sleight of Hand Dexterity. The ability to pick pockets, perform small tricks of legerdemain, and move small objects around without being noticed.

Stealth: Dexterity: A character's ability to move silently and covertly without being noticed.

Survival Wisdom. Practial knowledge about navigation, foraging in the wilderness, tracking, findign shelter and other such wilderness abilities.

Advanced Skills:
Advanced skills are bonus abilities or new uses of a skill that a character gets for investing a certain number of ranks in a skill. As soon as they have invested that many skill points, that advanced skill is added to their list of abilities.

Skill Tricks:
Skill tricks are unique applications of skills, much like advanced skills, and like them, they have requirements. However, unlike those, they must be purchased at a price of one skill point.

Individual Skills:

Acrobatics: (Dexterity)

Spoiler


Animals
Spoiler


Athletics (Strength)

Spoiler


Concentration (Wisdom)
Spoiler


Skill Tricks:
Spoiler
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Old 11-05-2012, 07:43 PM   Top  -  End  -  #2
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

Animals skill and a skill trick.
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Old 11-06-2012, 10:27 AM   Top  -  End  -  #3
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Default Re: Gaols and Giants - Skills Second Draft

Another skill, athletics, and two skill tricks which combine athletics and acrobatics. The run feat is now included in the athletics skill. Furthermore, I changed the formula for long jump checks. I hope it might be a bit easier, now.

Since we agreed that higher level skill checks should be superhuman, I'd love to hear some more suggestions for out-there skill applications for the movement skills. The ELH is a bit boring, here. Anything above level 10 is a bit empty, for now.
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Last edited by Eldan : 11-06-2012 at 10:29 AM.
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Old 11-06-2012, 10:44 AM   Top  -  End  -  #4
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Default Re: Gaols and Giants - Skills Second Draft

Mmm. Look OK so far, but...

a) Do we need both rank-unlocked advanced uses AND skill tricks?
b) Perhaps fewer levels of advanced uses would be easier- both for players to remember and for us to write.
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Old 11-06-2012, 10:47 AM   Top  -  End  -  #5
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

My current benchmark is that skill tricks are things you don't just automatically learn, or that cross skill borders.
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Old 11-12-2012, 08:46 AM   Top  -  End  -  #6
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Default Re: Gaols and Giants - Skills Second Draft

It's been a while, but I added concentration.
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Old 11-12-2012, 11:09 AM   Top  -  End  -  #7
Absol197
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Default Re: Gaols and Giants - Skills Second Draft

Hey There!

So, a couple of things I wantedd to add in. First, you have a discrepency: Concentration is listed as being Wisdom-based in the description list, and as being Constitution-based in the skill description.

Second, also related to Concentration: might I recommend adding that Concentration covers meditation, and maybe some skill tricks that revolve around using meditation to ignore some penalties, such as fatigue (maybe a high Concentration roll allows you to only need to rest 4 hours instead of 8?)? That gives mundane characters access to "magical" abilties without them being magical, makes skills a tad more useful, and makes Concentration a bit more appealing as a skill for everybody.

Just a thought.

I enjoy reading about all the work you're doing. I'm making my own re-write, so I'm not sure if I'll ever use yours, but it is definitely well done, from what I can see!


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Old 11-12-2012, 11:22 AM   Top  -  End  -  #8
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

I have been going in that direct with Concentration ,yes. It has absorbed most of Autohypnosis, for one example. Meditating should be in as well, and I'm always happy about hearing more suggestions for uses. I need especially high-level and pseudo-magical ones, for everything.
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Old 11-12-2012, 11:29 AM   Top  -  End  -  #9
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

Added two simple Concentration skill tricks after I started thinking about things people claimed to have done with meditation in real life.

Edit: make that four.
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Old 11-14-2012, 10:08 AM   Top  -  End  -  #10
PetterTomBos
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Default Re: Gaols and Giants - Skills Second Draft

Ok, my two cents:

I appreciate the combining of skills. Well done! Altough, won't players have proportionally more skills points?

Why the removal of the first-level bonus? It does wonders to the randomness of the d20. What about doubling the ability-modifier? :)

The removal of craft and profession: why? I could see combining them into one (where the focus shifts between craft/profession depending on the specialization), or broadening them, but removing them entirely? What skill would a commoner 2 peasant have? What about the 4th level expert armourer?

What about spellcraft? Or Use magic device? What does a GM answer a player saying "I try to activate this scroll" ?

Why remove knowledge () totally, and not combine some of the superflous things and leave nobility for spezialisation? Isn't knowledge(x) easier to get an overview over than lore, expertise and occult?

Why the namechange search-investigation? Will there be a difference in application of the skill?

I am sure you guys had reasons for this, why not post them in spoilered posts? Same goes for having an overview over current choices in the G&G thread :)

On the other hand: I love skill tricks, love to see more of thos!
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Old 11-14-2012, 10:42 AM   Top  -  End  -  #11
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

There was a lot of debate, and in the end, we combined a lot of skills. I wanted more, not less skills first, in the end we stole the idea of specializations from Shadowrun.

The first level bonus is still in. I should have linked medium progression here, I guess, but the medium progression starts at +3.

I agree about Craft and Profession, actually. I really think they should be in. As far as I know, the agreement in the G&G discussion thread and Skype chat was that we include "Backgrounds" separately, which give you things like profession and craft.

The various knowledge skills were combined into Lore (History, Religion, some parts of Geography, Nobility and so on), Expertise (Local, Nature, Gather Information, identifying Humanoids and so on) and Occult (the planes, Arcana, Dungeoneering). We all pretty much agreed that the written rules for identifying monsters are mostly useless and that we will probably replace them with 4E style entries on each monster. (I.e. Red Dragon: Lore 15: red dragons love both treasure and political power and often blablabla Lore 20: historical examples, well-known red dragons. Occult 15: red dragons are weak to bla and bla, their senses include X and Y. 20: they also have the following less-well known weaknesses and powers). That would work much better than simply basing it on HD, which have little to do with a creature's rarity. More specific knowledge is then a specialization such as Lore +5 (Nobility +7, the History of Startland +6) or Occult +3 (The Planes +4, Aberrations +4).

We simply thought that one skill for all knowledges wasn't enough, so we compromised on 3.

Investigation is not just search. It is what the Investigate Feat in Eberron tries to be as well. Looking for clues and knowing what to do with them.

UMD I didn't even think about. As far as I remember, we were talking about making that item specific, maybe just a charisma check to activate certain items. It's both too good and too specialized as a skill.
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Old 11-14-2012, 01:10 PM   Top  -  End  -  #12
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Default Re: Gaols and Giants - Skills Second Draft

Quote:
Originally Posted by Eldan View Post
I agree about Craft and Profession, actually. I really think they should be in. As far as I know, the agreement in the G&G discussion thread and Skype chat was that we include "Backgrounds" separately, which give you things like profession and craft.
I think the idea was that you could buy specializations in things like that, and other obscure-but-occasionally-character-relevant skills like Use Rope, starting at 0 and moving up to the poor progression.

Quote:
Investigation is not just search. It is what the Investigate Feat in Eberron tries to be as well. Looking for clues and knowing what to do with them.
It's Search, Gather Information, analyzing evidence, and all manner of detective tricks. I pushed for it based on the Mutants and Masterminds skill of the same name.

Quote:
UMD I didn't even think about. As far as I remember, we were talking about making that item specific, maybe just a charisma check to activate certain items. It's both too good and too specialized as a skill.
I think we said that it would be a class feature, as it's far too good to have as a skill period, much less an available-to-everyone skill. Occult might be usable as a stand-in, I suppose.
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Old 11-14-2012, 01:51 PM   Top  -  End  -  #13
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

That sounds like a rather strange idea. I mean, specializations aren't any cheaper than other skills. That way, you are spending the same amount of resources you could spend on a broad skill on something incredibly specialized.
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Old 11-14-2012, 02:03 PM   Top  -  End  -  #14
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That sounds like a rather strange idea. I mean, specializations aren't any cheaper than other skills. That way, you are spending the same amount of resources you could spend on a broad skill on something incredibly specialized.
I dunno. We could also add a profession skill, I suppose, to cover both craft and profession.
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Old 11-14-2012, 02:05 PM   Top  -  End  -  #15
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That sounds like a rather strange idea. I mean, specializations aren't any cheaper than other skills. That way, you are spending the same amount of resources you could spend on a broad skill on something incredibly specialized.
I dunno. My thought was that you wouldn't ever need/want more than a few ranks in craft/profession, and it wouldn't need skill tricks, so it wasn't worth a full skill. You could have a specialty in smithing, say, or sailing.

I suppose we could also add a some sort of general skill to cover craft, profession, and perform.
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Old 11-14-2012, 02:14 PM   Top  -  End  -  #16
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

We probably should. I mean, I don't know about you, but in most parties I run, I have at least one master bard, or legendary blacksmith or famous engineer or something.

It has been suggested that we split Persuasion in a "Making friends" and a "making deals" skill. The Making Friends skill could cover Courtly Manners, at least. Which includes some dancing.
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Old 11-14-2012, 02:44 PM   Top  -  End  -  #17
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"Making friends"-skill? I shudder a little and think back at the 3rd edition diplomacy... What about a sozialise-skill that let's you talk your way out of stuff, gather information and the like? People-skills! (Bad pun is bad!) Or perhaps the border between persuasuion and sozialise would be too vague.

I like the idea of a PC craftsman, to craft magic items and stuff. I also think it would be too broud to have every profession covered by one skill. Perhaps a profession(something) where something is really broad? (Most smiths you'll meet probably has bougth every spezialisation for ranks. May be an explanation of where the rest of a blacksmiths ranks go!).

It's refreshing to see the reasoning behind the choises made (as everyone will compare the skillsystem to 3.5 or smth). Why not include the reasoning in the post?

What are the medium and poor progressions you talk about?

So, activation of magic items is kept as a class feature, but the extreme amounts of 3.5 items still exist? Wouldn't this make a very sharp difference between those that have and those that don't?

How deep are you guys going in the update of 3rd ed? Are you rewriting everything? Classes? Monsters? Spells?

Concerning knowledge and monsters: that's just correct! And the way I've been playing, I even think some of the MM's use that format. Perhaås a system that gives out a (large) bonus for preparing to meet the monster and finding out about it before seeing it in the dungeon could be in order? I find it a bit weird that it is allright to just waltz in and suddenly know a lot about the monster, some research and time to think is usually needed in order to find out something about something.
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Old 11-14-2012, 02:55 PM   Top  -  End  -  #18
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Quote:
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It's Search, Gather Information, analyzing evidence, and all manner of detective tricks. I pushed for it based on the Mutants and Masterminds skill of the same name
Awesome! That simplifies things, altough I almost could feel cheated as a cha-monkey with int as an allright stat not to be able to use cha to gather info.

Quote:
Originally Posted by Grod_The_Giant View Post
Mmm. Look OK so far, but...

a) Do we need both rank-unlocked advanced uses AND skill tricks?
b) Perhaps fewer levels of advanced uses would be easier- both for players to remember and for us to write.
What about dropping the advanced uses completely? What about skill tricks with rank prereq.s? And then let a skill trick be the "magical" uses of a skill not possible in the real world, like jumping out of our dimension or tumbling trough a magical barrier.
Usually, when you get at higher levels, skill bonues starts to get ridiccoulus. People routinely beat the crap out of the PHB DC's, and start to amass huge bonuses. If we could route some skill points over to skill tricks, then we get a good reason for skills to get past human possibility, and flatten out the progression of skill bonuses at the same time! As an added bonus, non-magic-dude gets more to do.

What about spellcraft? Is that covered in occult?
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Old 11-14-2012, 02:59 PM   Top  -  End  -  #19
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I dunno. My thought was that you wouldn't ever need/want more than a few ranks in craft/profession, and it wouldn't need skill tricks, so it wasn't worth a full skill. You could have a specialty in smithing, say, or sailing.

I suppose we could also add a some sort of general skill to cover craft, profession, and perform.
A player in a campaign of mine has almost maxed out profession(sailor). I'm still suprised of the session where they needed to face the BBEG in orderto avoid the streams. He just navigated trough, and forced the BBEG to march on them. At higher levels I suppose you could use it for safe travel when normally enemies would magically mess with other means of travel.
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Old 11-15-2012, 01:20 PM   Top  -  End  -  #20
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Default Re: Gaols and Giants - Skills Second Draft

I've been meaning to talk about specializations for a while now, sorry this is a bit late. I think they have a value problem. For the same cost as a +1 specialization, you can get a new skill trick. Or a rank that opens up new regular abilities and boosts all of your checks with the skill. I think that buying a flat +3 specialization for 1 skill point is a better call. Turn each +3 specialization into a skill trick you can take over and over again basically. It keeps you from having to track different specialization investments on top of skill and trick investments, and seems to me about as likely to come up on average about as often as any skill trick.

If you want craft, perform, profession, and the like to stay in the skill system instead of moving to a new background system, may I suggest that you also treat those like skill tricks? Spend 1 point, get "craft <whatever>", and have a bonus to your roll that is either fixed or scales with level (depending on how checks with it work). That way you don't have to worry about making a full investment in craft or profession worth as much as a full investment in acrobatics that lets you attempt to slip through walls of force and walk on water.
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Old 11-15-2012, 02:08 PM   Top  -  End  -  #21
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

Hm. Craft and performance could well be a series of skill tricks. Like, maybe three. Performer, Master Performer, Legendary Performer. The first is making a bit of money and looking good, the second is a major bonus on charisma skills if done right and may open up other things, the third does all the weird stuff like attract extraplanar entitites or get you sponsored by muses.

Specialization would make a good skill trick, I think. Maybe a scaling bonus? 1 +1/5 levels should turn out the same as the progression. Or just call it "that area of hte skill is upgraded to the good progression".
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Old 11-15-2012, 02:19 PM   Top  -  End  -  #22
tarkisflux
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Default Re: Gaols and Giants - Skills Second Draft

Scaling bonus is fine, but it starts weaker and ends stronger. Which is fine if that's what you want, but it does potentially weird things to "expected success rate with new skill abilities" when you get late abilities.

I also meant to talk about that progression too, (or a 1, +1 per 4 levels over 1 progression which is pretty similar), and then forgot. So thanks for reminding me! Based on defense scaling discussion in the combat thread, you're probably going to want that progression written up anyway (in the combat thread, it would be the Def bonus for people with the poor BAB progression). Since you need it anyway, you could do that for the specialization instead of the "upgrade to good" setup (though it's basically the same thing), and you could also use that in place of the 0 advencement track for skills that people don't invest in.
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Old 11-15-2012, 02:38 PM   Top  -  End  -  #23
Grod_The_Giant
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Default Re: Gaols and Giants - Skills Second Draft

Yeah, I think you're right about simplifying specializations, tarkisflux.
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Old 11-15-2012, 02:59 PM   Top  -  End  -  #24
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

I changed the wording on Specialization and added it as a skill trick. Wording okay?
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Old 11-15-2012, 05:01 PM   Top  -  End  -  #25
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Default Re: Gaols and Giants - Skills Second Draft

Quote:
Originally Posted by Eldan View Post
I changed the wording on Specialization and added it as a skill trick. Wording okay?
Mmm. I'd go with "pick one subset of one skill you have at least one rank in, such as Athletics: Climbing. You gain a +3 bonus to checks made in that subset. This bonus increases by 1 at 5th level, and at every subsequent 5th level, to a maximum of +7 at 20th level."

(Starting at +3 makes it a scaling version of the Skill Focus feat. You can drop it to +1 if you want, but that makes it a lot less appealing, methinks. It's a narrow enough bonus that we can be generous)
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Old 11-15-2012, 05:12 PM   Top  -  End  -  #26
Eldan
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Default Re: Gaols and Giants - Skills Second Draft

This way it's the same as we had it before. From low to high progression.
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