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View Full Version : [D&D] Skill Rant


Xaden
19th of July, 2006, 15:00
WARNING: This thread may contain offensive material to those who feel the way D&D does skills is perfectly fine. Read on at your own discretion. Consider yourself warned.

Opening:
Who else finds the way D&D does skills is crap poor? I mean, lets just take the simple example of a fighter with an 8 in intelligence. In my mind, 8 is average (maybe on the low side (like a C-), but still average), yet if you wanted him to have athletic skill, forget about it! Jump and Climb, two athletic skills (omitting Swim) and he can't even get the two of those at full ranks. The character can get both, but it would be like if they were cross-class skills for him, half his possible maximum ranks for a skill; and that would be all he had. This seems rediculous to me! Even the developmentally disabled are capable of more skills (especially as they are broken down so much in D&D) than that! And here we're just talking about a fighter with average intelligence trying to be athletic and he cannot even reasonably do that much!

Combining Skills:
Then there's just the issue of skills being broken down too much. Do you really need both Hide and Move Silently skills? I've always had a problem with this. Tell me, who is trying to silently walk across the middle of a crouded room (Move Silently without Hide)? And who is trying to stay cloaked in a shadowy corner whistling to himself (Hide without Move Silently)? Is it just me, or should these two skills be one? If you're trying to remain unheard, you're trying to remain unseen, and if you're trying to remain unseen you're trying to remain unheard. Stealth skill is all you need.

Then there's Disable Device and Open Lock. Now as I understand it, Disable Device (among many other uses) is used to disarm traps, including say a needle trap within a keyhole. So now you have your character with Disable Device and they are able to use thin wire and tweeser implements within a keyhole to manipulate pins, springs and maybe tiny gears, but yet they cannot pick a lock? While I admit to only a tiny amount of knowledge about picking locks, it seems to me that lock picking would involve many, if not all of the same skills needed to disarm a spring-loaded poison needle trap from a lock. And if you Disable a lock, wouldn't it be reasonable to say that it would no longer latch? Isn't Disable Device enough (and just let Open Locks be subsumed by that skill).

Then there's the social skills: Gather Information, Bluff, and Diplomacy. Now let's just consider the implications here. If you just had Bluff, you would only be able to lie and decieve well, as long as you weren't trying to get information (that would be the Gather Information skill), or get someone to like you (the would be Diplomacy). Likewise, if you only had Diplomacy, you could get people to like you but they still won't give you information (that's Gather Information) nor could you lie or decieve to get people to like you (that's Bluff). And if you had only Gather Information, you could get information from people, but you couldn't lie to do it, nor would anyone like you afterwards (no Bluff or Diplomacy respectively). Now I mention these thing to point out just how rediculous these situations are and there just shouldn't be this sort of rediculousness. Let's just have a Socialize skill to cover it all (you could lie to get information or get people to like you (until they saw through the lie) or get people to like you and then they might give you information or whatever, which makes much more sense to me).

There are others like this that bother me too, such as Knowledge (Arcane) and Spellcraft, those should just be one skill, and Tumble and Balance, lets just call those two Acrobatics. The list goes on and on.

Too Many Knowledges?
Also I think they went a bit overboard with the breakdown of the Knowledge skills, there's just too many. It isn't even possible for a wizard to know almost anything (especially if he wants to ba able to do anything else with any skill, such as Climb or Jump (have you never met anoyne who is both athletic and knowledgeable; I've met many people like that and it has in fact been scientifically proven that exercise and physical activity helps the brain)).

Solutions:
Now ranting and raving is one thing, but mostly useless and it just tends to piss people off (or at least, that's what I've found in my past) so how about some solutions to these problems.

1) Change the skills around a little, take a gander at this skill list and let me know what you think:

Acrobatics
Alertness (covers Spot, Listen, and possibly other senses (while we do not have the scent capacity of a dog, we can smell smoke from fires and the like, or scents comming from a kitchen)
Animal Handling
Arcane (Knowledge (Arcane) and Spellcraft)
Artistic Expression (Painting, Sculpting, Poetry, Writing, etc.)
Athletics (Climb, Jump, Swim)
Craft
Disable Device (Open Lock, and disarming traps, etc.)
Empathy (its the Sense Motive skill, but with a friendlier name)
Forgery
Geography (Covers Geography, History, Cultures, Religion, etc.)
Investigation (Search, research (such as in a library))
Math/Science (Architecture, Engineering, Gravity, etc.)
Medicine (it's the Heal skill with a different name)
Meditation (Concentration and Autohypnosis (from the Psionic's Handbook))
Monsters (as in, knowledge of (yes it can be learned through personal experience, but certainly one could find things out BEFORE a behir shoots you with lightning, etc.))
Nature (knowledge of plants, animals, weather)
Performance (Acting, Disguise, Musical Insturments, Dance, etc.)
Presence (could be used for Intimidate, but also for leadership through other means: Intelligence, charm, or what-have-you).
Profession
Psionics (knowledge of, including Psicraft skill)
Ride
Sail (running a boat, from a small dingy to a large pirate ship (or larger!))
Sleight of Hand
Socialize (Bluff, Diplomacy, Gather Information, your social grace basically)
Stealth (Hide, Move Silently)
Survival
Planar Knowledge (knowledge of the planes and their denizens)
Warcraft (Battle tactics, military formations, figuring out supplies for troops, etc.)
Use Magic DeviceThere, 29 skills instead of 45! It covers more-or-less everything (or all that's covered in the PHB) and it's neat and concise, and now you can have a fighter with an 8 in intelligence and still be athletic (which should not be a struggle under normal circumstances).

2) But how about a completely different approach to figuring out skill points? What if you left the skills as they are in the Player's Handbook, but perchasing skill ranks within specific skills would be cheaper or more expensive depending upon the ability score it's dependent upon and your relivant ability score, instead of it just being dependent upon Intelligence. For example, if our above fighter (8 Int, and lets just say 16 Str for sake of argument) could purchase ranks in Jump, Swim and Climb on a 1 skill point for 2 skill ranks basis, while purchasing Knowledge skill ranks would be on a 3 skill points for 2 skill ranks basis (maybe). So every class would just get their "magic number" of skill points, unmodified by Intelligence every level (2 for fighters (instead of 2 + Int modifier), 4 for barbarians (instead of 4 + Int mod), 6 for rangers, etc.) and the only thing that would determine how many skill ranks they could purchase for a given skill would be its corresponding ability and the character's corresponding ability score. So a chart might look something like this:
Abiltiy Score: Ranks/Point Spent:
1 1/4
2-3 1/3
4-5 1/2
6-7 2/3
8-12 1/1
13-14 3/2
15-16 2/1
17-18 5/2
19-20 3/1
Or something along those lines. This way, someone with a high Strength has an easy time purchasing ranks for Climb, Jump and Swim, and someone with a high Intelligence has an easy time purchasing Knowledge skills, and likewise the reverse is true (someone with a low Strength has a hard time pruchasing ranks in Climb, Jump and Swim, etc.). It might also be easier with such a system to eliminate cross-class skill penalties (which I always thought were kind of crappy to begin with. What should determine which skills are "class" skills and which aren't should be character concept, not just class (sometimes the two are tied, sometimes they aren't. What if you want to play an agile fighter, with cross-class skill penalties it's hard to because you buy half ranks for things like tumble and balance (which would be appropriate for an agile fighter))).

Conclusion:
Whenever I DM, I end up using the abbreviated skill list I listed above, with no skills ever being cross-class and I even give extra skill points to each class (except Rouge, which I feel gets enough). I just let Intelligence modify the number of skill points you get, and it seems good. I realize that probably right now many of your munchkin senses are going on full alarm, but honestly, I haven't found that a few extra skills really unbalances a game of D&D (of course the mosters get the extra skills as well, so yeah, it's all good), but I realize that some of you will disagree. What'cha gonna' do, I suppose? Everyone has their own opinions (and you have every right to have your own). I just find that the way skills are done as is in D&D just leaves me feeling dissatisfied, and generally when I find a rule to be dissatisfying if I really love the game (and I do love D&D, I've been playing it for 14 years now (I know, some of you have played it longer, but that doesn't mean I can't still love it)) I'll change the rule and love the game even more then. So yeah, have phun telling me how wrong I am to do the things I do! :D WWWEEEEE!!!!!

Xaden
19th of July, 2006, 15:05
I should look around more before posting things, I just saw the Life Skills thread and that's a pretty good idea too, as far as skills are concerned. You should look at that thread regardless of if you liked my rant or not (for there are some good ideas in that thread on skills).

nightinverse
19th of July, 2006, 15:40
I like my 45 skills, and I have yet to see a system excepting iron Heroes that does native skill equivalents better than D&D. That said, 29 skills would make for faster chargen, simplified play and a loss of focus upon trade-offs... all of which are both good and bad.

LynMars
19th of July, 2006, 16:39
Why would Religions be under Geography specifically? For general regions, maybe, but not all of them fall neatly into geographic regions.

Also in the same vein, other spellcasting classes use Spellcraft, not just the Arcane casters, but they don't necessarily get specifically Arcane Knowledge, unless you redefine it slightly.

Actually, lemme go back and reread this whole thing when it's not 2:30 am and I'm more cognizant...

BigRedRod
19th of July, 2006, 17:49
This doesn't allow for narrow areas of focus at all and I don't like that, also you've rammed some stuff together that really doesn't fit (such as religion under geography and a single art skill? Madness!).

I think you'd do better just to use the Iron Heroes skill system (I bet you guys are sick of hearing me recommend this to solve all of your D&D based problems by now). It lumps skills together into groups and assigns one group per class. Skills work as normal but you can buy your entire skill group for one point per rank rather than one point per skill per rank.

Jimmboe
19th of July, 2006, 18:05
It's a pretty good idea you have, I think. Making the 45 skills into 29 does make is somewhat easier, but with the 45 skills, you can give your character more specific abilities. Even above that, a few of your groupings make little sense to me (specifically the Religion under Geography, and Sail). But of course, I just made the transfer to 3.0/3.5 from AD&D v1, so don't listen to me.

But you still should. Feedback is good.

Mercutio
19th of July, 2006, 21:28
I'm gonna have to look at Iron Heroes now. I'll admit the skill system in D&D isn't perfect, but I haven't seen any other system that does it better. They might focus on certain things better than others, but in the long run the skill systems all seem to be about equal in value. Iron Heroes sounds to me like it would be different from the other systems I've experienced.

zachol
20th of July, 2006, 00:13
Again, IH does this well.

Also, this (sort of) reminds me of the way a few things are done in d20 modern.


Oh, other thought - would it be possible to split up the skills into physical and mental skills, then have skill points go to the different categories based on that?
Like, fighters would get 2+dex physical skills and int mental skills, while rogues would get their choice of 6 and 4 for the two categories.
Or something....

akiko
20th of July, 2006, 00:18
That is kinda how old WoD worked. I remember liking that about Vampire the Masquerade when we first started playing. You rank the 3 sets of skills good, medium and poor. They were physical, mental and manipulatory or something like that. Stuff to know, stuff to do and stuff to influence others. It still needed work and I haven't seen the new stuff yet. For your good skills you got 11 "ranks", then 9, then 7 or something like that.

Linklegacy77
20th of July, 2006, 00:19
Here's my problem with the way you do it: Each skill point is worth tons more than it was before, since every time you take a rank in anything, you get a rank in something else with it. I mean, even if you don't like it, there must be some reason why wizards has open lock separate from disable device, right?

Xaden
20th of July, 2006, 02:32
Well this was more interesting then I had expected. I like a lot of the ideas that came out, and aperently I just need to buy Iron Heroes. I like the idea of breaking up skills into physical and mental or whatever and having different amount of skill points to spend into each category, that has got me brainstorming (that's some sound thinking there).

Though there seems to be a general concensus (not completely, but a fair number of you) seem to think my skills are too broad and I guess that we'll probably never have agreement there. One of the biggest problems I've had with D&D skills has always been that it's seemed too focused to me and that's why I use my changed skill list for when I DM (I've always felt that Hide and Move Silently should just be Stealth, even 14 years ago before I even knew about the White Wolf games). Or rather, it's not the focus so much that bothered me, that's okay, but only if more skill points are given in some way (as my example goes, fighter, 8 Int. almsot no skills physical or otherwise, why is that?). But what'cha gonna' do?

The other main hangup with my skills also seems to be Geography containing Religion. I mainly intended Geography to be like a Social Sciences skill, something that covered cultures, religion, histories, and geography, but maybe some of you would like my skills better if I just had a Geography/History skill, and a Religion/Cultures skill (or something along those lines).

Oh! And I also remember someone mentioning "Artistic Expression, one skill all expressions, trouble trouble!", or something along those lines but I intended that skill to be like profession, or craft where you have to specify what specifically you can Artistically Express (like you need to specify Blacksmithing for craft (or some other such what-not)). So yeah, just thought I'd mention that.

But again, thanks for all of your ideas there are some really good ones out there (and next time I buy a book or two for D&D I'll get this Iron Heroes book ya'll are talkin' about). :nod: