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LeadPal
19th of July, 2006, 05:46
For all those expressing concern over how one-dimensional D&D characters tend to be, I designed this system to help out.

Naturally, if you use this system, you'll want to put a little more emphasis on everyone's background abilities, but especially Knowledge skills, which get slightly devalued because of how common they become. Even then, however, the level limit is still in place, so it shouldn't be a real issue.

Theoretically, someone could utilize this system to gain all the skills necessary to get into a PrC more easily, but I sincerely doubt anything actually unbalanced could result because of this.

I'm also considering changing the system so that instead of (2+int mod)x4 skill points, everyone gains (4+int mod)x2 points. This would help out low intelligence characters more, while keeping high-intelligence characters from knowing a little about everything and having a half-dozen careers in their life.



LIFE SKILLS SYSTEM


Add Life Skills to the process of selecting skills at level 1. Remove Illiteracy from the list of barbarian class features.

At level 1, all characters receive a select number of skills that represent the life they lead before the game begins. Every character receives an additional (2 + Intelligence modifier) x 4 skill points at level 1 (minimum 4). The exception to this rule is barbarians, who receive only (2 + Intelligence modifier) x 2 skill points (minimum 2). However, these skill points must be spent in either Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), or Speak Language.
All of these are considered class skills for the purposes of this system.

All characters start able to speak (but not read) their racial language. (Half-breed characters such as half-elves, half-orcs, and others such as half-dragons can choose from which side their racial language is.) To gain the ability to speak a language, a character must spend a skill point on Speak Language, as normal. However, this does not automatically grant literacy; this can only be gained by spending an additional skill point learning to read and write.

Monsters follow the normal rules for Life Skills, except that their starting intelligence may be lower (at the DM's discretion, or as in Savage Species). Creatures with intelligence scores of 2 or lower do not gain life skills.

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Example 1:
A newly created 1st level elven fighter with an intelligence of 13 is choosing his Life Skills. He receives 12 skill points for his bonuses. He starts off with his racial language, elven, and chooses to spend an extra skill point to become literate. He also spends an extra 2 points to learn Common and Sylvan, but chooses not to become literate in either language. He puts 2 ranks in Craft (weaponsmithing), since his father was a master swordsmith, as well as 3 ranks in Knowledge (history) and 2 ranks in Knowledge (local) and (nature), as his education and long lifespan have taught him much about the world. His total skills and languages are:

Elven (Literate)
Common (Illiterate)
Sylvan (Illiterate)
Craft (Weaponsmithing), 2 ranks
Knowledge (History), 3 ranks
Knowledge (Local), 2 ranks
Knowledge (Nature), 2 ranks

From there, he can take his ‘ordinary’ skills, and might even increase several skills, although most would be considered cross-class.

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Example 2:
A 1st level half-elf barbarian with an intelligence of 9 begins choosing his Life Skills. He receives only 2 skill points to spend, the minimum he can receive. He decides that his character will have been raised by a tribe of elves in the desert, and chooses the Elven language over Common. As he has a limited skill budget, he does not take any other languages or literacy‘s, instead opting to take two ranks of Craft (leatherworking). This was the role he served in the tribe before going off to adventure. In total, his skills and languages are:

Elven (Illiterate)
Craft (leatherworking) 2 ranks

He can now select his normal skills.

The Hive Custodian
19th of July, 2006, 06:03
I really like this one. It gives the most underused skills in the game a chance by allowing players to get them without taking skill points off their top skills, where competition is often too cutthroat to allow siphoning off of points. Also, it makes literacy non-universal, which is more fitting for a quasi-medieval fantasy setting.

A couple things regarding the specifics:
First, I think it's a good idea to go over to (4 + Int mod) x 2, for reasons you mentioned, and also because there's a rather sharp gap between Int 9 and 10.
Second, do you think Perform might be a good addition to the list?

treehouse
19th of July, 2006, 06:10
I like it, LP. It's practical, difficult to abuse and it just makes sense. Not sure I'm on board about the speaking/writing separation.

I agree about switching it over to 4 + Int.

LeadPal
19th of July, 2006, 06:59
I've been asked about Perform a few times, and I'm of mixed opinion. It's a useful skill to bards and some PrCs, but to other classes it's basically flavour.

I guess it would be okay. Unless, of course, you're using the DEMAGOGUE (http://online-roleplaying.com/forums/showthread.php?t=6052)! *Perform (oratory)-s a group of clerics into oblivion*

zachol
19th of July, 2006, 07:12
It's nice for flavor - in apogee, it worked out well for Braxit.

Then again, the D&D game seems to shy away from official rules on torture, so it was sort of hard to pick what he got.

Ha, silly Braxit, always with the sadistic demon-torture.


Edit: To clarify, yes, this works well for a player. My post is not pointless.

nightinverse
19th of July, 2006, 08:52
That's not a bad idea at all... perhaps... my newest game is still not started...