First, I created pairs of skills, where by buying both pips in one skill, you get a 'free' pip in the second skill. This means that someone who is a good bluffer will automatically get some basic sense motive, etc. But should I make it so that to get good in both skills, they should pay four or three pips total?
If I give level for one pip and level + 3 for both pips; would it be better instead to have +3 for one pip and level +3 for both pips instead? This would make buying both pips worth less at starting (encouraging broader characters) and make buying the second pip worth more to more experienced characters. But it'd make buying the first pip worth less to more experienced characters...
Background
Okay, everyone's seen the threads about advanced skills and simplified skills, etc, and that I'm a proponent (though I can't take all the credit) of one of the simpler skill systems.
I've basically decided that half-class-level skills just aren't enough. They're too far behind even by level 10 to really be useful in a level situation (+6 vs +12), so why would a player invest in them? So my conclusion is that a trained skill should at least give you your level bonus, and an untrained use should give you at least half (assuming you're allowed to)
Now, I'm not getting into anything above level 10, mostly because I'm having trouble with my players learning the rules altogether, so I'm working on some simpler flow charts and whatnot to help speed things along.
One of my design goals is for all characters to have 'enough' skills; the other is for skills to be useful at all levels. The last one is for there not to be too many skills, as that bogs down character design. I like being able to write a playable character in a few minutes without consulting charts. (Though I'm making tons of charts).
(typo in the link, fixed)[url=http://crissa.twu.net/games/d20pooka_skills.html wrote:Pooka d20[/url]]Skills are are descriptions of the knowledge and talents of a character. They can be diverse as inborn traits and lessons learned on the fly. Skills open the door to information, actions, and options. Skills are not meant as attack options; if they are, they are defended against as a level check plus the relevant stat. d20 SRD has thirty six skills, yet the average character is allowed four. In order for a group to cover a wider area of skills, I've lowered the list to twenty-one. [d20 conversion to pips: For class skills, take skill Points per level times two; and for Feats, you may gain two pips per feat expended.]
Skills can be gained through race: some races are naturally proficient or teach these skills to youngsters; class: Every class come with a number of suggested skills and the time to train them; and from feats - abilities gained through progression. All skills get a stat bonus and are are had at three levels; Untrained, in which you have half your level as experience; Competent, in which you have have your level plus a +3 bonus; and Trained, in which you have your level minus one, or half of Competent. (Which, yes, means that at first level Untrained is +0; Competent is +4; and Trained is +2, and at second level Untrained is +1, Competent is +5, and Trained is +2.)
It costs nothing to be Untrained in a skill; although some are Restricted by class, those classes automatically have them at Untrained. Some require selecting a field before you have them, like Local Language or Craft. It costs two pips •• to have something at Competent and one pip • for Trained. You automatically gain Knowledge Local at Trained • in your native land. Lastly, some skills come in pairs, you can choose one skill for one pip, or both for two pips. You can always opt not to select an option, if that's your wish (but isn't recommended).
Simplified Skill List
- Knowledge INT
- Arcana [Spells, Psonics, Devices, Aberrations, Undeath]
- Nature [Animals, Plants, Physical]
- Divine [History elsewhere, Divine, Outsiders, Myths]
- Local† [Language, History, Geography, Religion, Nobility, Symbols, Legends] (+1 region and language per skill pip)
* - Restricted by class
- Husbandry [Handle Animal, Train Animal, Ride] WIS
- Athletics [Jump, Swim, Climb] STR
- Acrobatics† [Balance, Tumble] DEX
- Awareness [Listen, Spot, Search] WIS
- Decipher† [Appraise, Forgery, Decipher Script] INT
- Stealth [Hide, Move Silently] DEX
- Deception [Bluff, Disguise] CHR
- Legerdemain [Escape Artist, Sleight of Hand, Use Rope] DEX
- Devise† [Disable Device, Engineering, Open Locks, Disable Rune] INT
- Persuade [Diplomacy, Intimidate] CHR
- Intuition [Sense Motive, Gather Information] WIS
- Survival [Heal, Survival] WIS (+1 climate or zone per skill pip)
- Perform† [Perform, Script] CHR (+1 performance form per skill pip)
- Concentration* [Concentration, Scry] CON
- Spellcraft* [Spellcraft, Scry] INT
- Use Magic Device* [Use Psionic Foci] CHR
- Craft† [Craft, Profession, Field of Study] INT (one Craft at Competent per skill pip)
- Language† [Spoken, Sign, Written] INT (one Language at Competent per skill pip)
† - No Untrained use
º - Pair
Bonuses, plus appropriate stat -
Level untrained trained master 1 +0 +2 +4 2 +1 +2 +5 3 +1 +3 +6 4 +2 +3 +7 5 +2 +4 +8 6 +3 +5 +9 7 +3 +6 +10 8 +4 +7 +11 9 +4 +8 +12 10 +5 +9 +13 ... 15 +7 +14 +18
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