Michael Morris
First Post
I've grown tired of tracking skill points. Here's a draft solution.
Skills are merged as follows New Skill => Old skills
Athletics => Climb, Jump, Swim
Acrobatics => Balance, Tumble
Concentration (Unchanged)
Chicanery => Disguise, Forgery
Craft => Craft (All skills in one group)
Disable Device => Disable Device, Open Locks
Escape Artist (Unchanged)
Gather Information (Unchanged)
Handle Animal => Handle Animal, Ride
Heal (Unchanged)
Influence => Diplomacy, Initimidate, Bluff
Lore => Appraise, Knowledge (All Skills, taken individually)
Perform => (All skills, taken individually)
Perception => Listen, Spot, Search
Sleight of Hand (Unchanged)
Sense Motive (Unchanged)
Stealth => Hide, Move Silently
Spellcraft (Unchanged)
Survival (Unchanged)
Use Magic Device (Unchanged)
Use Rope (Unchanged)
21 skills in all. All classes start with proficiencies and, occasionally, masteries, of certain skills. If a character is not-proficient with a skill any check of the skill becomes a straight ability check. If a character is proficient he has a bonus equal to his (level +3) / 2, round down. If a character has mastered a skill he has a bonus equal to his level + 3. A character can use feat slots to gain proficiency or mastery. Proficiency is prerequisite to mastery for all skill feats (Hence a wizard wanting to master stealth can do so at the cost of 2 feat slots - one for proficiency and one for mastery. Henceforth he'll be as stealthy as any rogue with equal dexterity).
Feats under this system are gained at each odd level instead of each level divisible by 3.
Some classes gain bonus skill feats which must be used to buy proficiency or mastery with skills as detailed below.
Languages take up one feat slot / language. A character starts with a number of bonus skill feats OR languages equal to his intelligence bonus.
Here are the changes to the classes needed under this system (PHB only)
Barbarian: Mastery in Athletics, Proficient in craft, handle animal, heal, perception, sense motive, survival and use rope. Barbarians gain a bonus skill feat at each level divisible by 5.
Bard: Mastery in Perform and Lore, Proficient in Concentration, Chicanery, Gather Information, Heal, Influence, Perception, Sleight of Hand, Spellcraft, Stealth, Use Magic Device. A bard's bardic knowledge feature is dropped - this is replaced by starting with mastery in lore. Bards gain a bonus skill feat at each level divisible by 4. Also, at each level divisible by 3 bards learn a new language. Finally bards have a number of bonus languages AND a number of bonus skill feats equal to their intelligence (other classes have languages or skill feats).
Cleric: Mastery in Heal, Proficient in concentration, influence, lore, sense motive, spellcraft.
Druid: Mastery in Survival and Handle Animal, Proficient in Athletics, concentration, craft, heal, influence*, perception, stealth, spellcraft. A druid is a master of influence when making rolls to influence animals and beasts. A druid gains a bonus skill feat on each level divisible by 4.
Fighter: No mastery, Proficient in Athletics, craft and heal.
Monk: Mastery in Acrobatics, Proficiency in Athletics, concentration, escape artist, heal, influence, perception, sense motive, stealth. Monks gain a bonus skill feat at each level divisible by 5.
Paladin: Mastery in Sense Motive, Proficient in concentration, heal, influence, lore, spellcraft.
Ranger: Mastery in Survival and Handle Animal. Proficient in athletics, craft, heal, influence, lore, perception, stealth, use rope. Rangers gain a bonus skill feat at each level divisible by 4. Rangers hit die is returned to d10.
Rogue: Proficient in all skills. A rogue begins with a bonus skill feat and gains an additional bonus skill feat at each level divisible by 2.
Sorcerer: Proficient in concentration, chicanery, gather information, diplomacy, spellcraft.
Wizard: Proficient in concentration, lore, sense motive, spellcraft.
(Yes, I know that made the rogue a little front loaded for players keen on skills, but meh).
Thoughts (remember - this is a 1st draft and unplaytested).
Skills are merged as follows New Skill => Old skills
Athletics => Climb, Jump, Swim
Acrobatics => Balance, Tumble
Concentration (Unchanged)
Chicanery => Disguise, Forgery
Craft => Craft (All skills in one group)
Disable Device => Disable Device, Open Locks
Escape Artist (Unchanged)
Gather Information (Unchanged)
Handle Animal => Handle Animal, Ride
Heal (Unchanged)
Influence => Diplomacy, Initimidate, Bluff
Lore => Appraise, Knowledge (All Skills, taken individually)
Perform => (All skills, taken individually)
Perception => Listen, Spot, Search
Sleight of Hand (Unchanged)
Sense Motive (Unchanged)
Stealth => Hide, Move Silently
Spellcraft (Unchanged)
Survival (Unchanged)
Use Magic Device (Unchanged)
Use Rope (Unchanged)
21 skills in all. All classes start with proficiencies and, occasionally, masteries, of certain skills. If a character is not-proficient with a skill any check of the skill becomes a straight ability check. If a character is proficient he has a bonus equal to his (level +3) / 2, round down. If a character has mastered a skill he has a bonus equal to his level + 3. A character can use feat slots to gain proficiency or mastery. Proficiency is prerequisite to mastery for all skill feats (Hence a wizard wanting to master stealth can do so at the cost of 2 feat slots - one for proficiency and one for mastery. Henceforth he'll be as stealthy as any rogue with equal dexterity).
Feats under this system are gained at each odd level instead of each level divisible by 3.
Some classes gain bonus skill feats which must be used to buy proficiency or mastery with skills as detailed below.
Languages take up one feat slot / language. A character starts with a number of bonus skill feats OR languages equal to his intelligence bonus.
Here are the changes to the classes needed under this system (PHB only)
Barbarian: Mastery in Athletics, Proficient in craft, handle animal, heal, perception, sense motive, survival and use rope. Barbarians gain a bonus skill feat at each level divisible by 5.
Bard: Mastery in Perform and Lore, Proficient in Concentration, Chicanery, Gather Information, Heal, Influence, Perception, Sleight of Hand, Spellcraft, Stealth, Use Magic Device. A bard's bardic knowledge feature is dropped - this is replaced by starting with mastery in lore. Bards gain a bonus skill feat at each level divisible by 4. Also, at each level divisible by 3 bards learn a new language. Finally bards have a number of bonus languages AND a number of bonus skill feats equal to their intelligence (other classes have languages or skill feats).
Cleric: Mastery in Heal, Proficient in concentration, influence, lore, sense motive, spellcraft.
Druid: Mastery in Survival and Handle Animal, Proficient in Athletics, concentration, craft, heal, influence*, perception, stealth, spellcraft. A druid is a master of influence when making rolls to influence animals and beasts. A druid gains a bonus skill feat on each level divisible by 4.
Fighter: No mastery, Proficient in Athletics, craft and heal.
Monk: Mastery in Acrobatics, Proficiency in Athletics, concentration, escape artist, heal, influence, perception, sense motive, stealth. Monks gain a bonus skill feat at each level divisible by 5.
Paladin: Mastery in Sense Motive, Proficient in concentration, heal, influence, lore, spellcraft.
Ranger: Mastery in Survival and Handle Animal. Proficient in athletics, craft, heal, influence, lore, perception, stealth, use rope. Rangers gain a bonus skill feat at each level divisible by 4. Rangers hit die is returned to d10.
Rogue: Proficient in all skills. A rogue begins with a bonus skill feat and gains an additional bonus skill feat at each level divisible by 2.
Sorcerer: Proficient in concentration, chicanery, gather information, diplomacy, spellcraft.
Wizard: Proficient in concentration, lore, sense motive, spellcraft.
(Yes, I know that made the rogue a little front loaded for players keen on skills, but meh).
Thoughts (remember - this is a 1st draft and unplaytested).