Josh_Kablack wrote:Seerow wrote: My point there was that the system with smaller skill ranks with a bigger effect accomplishes the same goal without the need for higher bonuses. Yeah, I know each rank giving +20 accomplishes the same thing, but accomplishing the same thing without the big numbers I feel is the better option, especially since as you detail it actually is the same thing.
Fair enough.
Let me clarify and re-iterate my point:
Until such time as Monte, or Mike or You or Anybody can describe an alternate system that either:
- Adds additional functionality
or
- Does not add complexity
To the system of "each rank is a +20" I outlined in my prior post
PEOPLE ARE ACTIVELY PURSUING AN INFERIOR DESIGN
That's fair enough. I mentioned earlier that the rank system isn't necessarily my first choice in solutions, but as a quick and dirty mock up:
Skill Ranks:
U (Untrained, Default Rank)
D (Apprentice Rank)
C (Journeyman Rank)
B (Expert Rank)
A (Master Rank)
S (Grandmaster Rank)
-Any task that has a rating lower than your rating in the skill is an auto success.
-Any task that has a rating equal to your rating in a skill has a DC of 11.
-Any task that has a rating one higher than your rating in a skill has a DC of 20.
-Any task that is two ratings or more above your own is impossible.
-When making an opposed test, whoever has the higher skill rank wins. Assuming both have equivalent skill ranks, both parties roll a d20, higher roll wins.
That's at least as simple, if not moreso than what you laid out. Like yours it doesn't really allow for adding attributes. I'd be tempted to allow attribute modifier/2 to the roll (assuming this was the only system change. in a system where attributes are modified such that 25ish is the highest you'd see like in 2e, full attribute mod would be fine).
Your system didn't really cover how skill ranks would be distributed, so I don't go into that either. I'd probably have some version of skill points where higher tier skills cost more points to get (so at first level you could get 8 D rank skills, or a couple B rank skills), along with a condensed skill listing relative to 3.5.
edit: Thinking about it even more, I really like the rank system, because you could tie the ranks into other things as well. For example, in another topic, how to handle traps came up. I mentioned making traps use HP and having a set damage dealt on a success, and possible healing on a failure.
Well, what if you used the ranking system? Now the guy with a D rank in disable device deals 1d6 damage to the trap on a success, and heals it 1d6 if he fails. So he kind of sucks, but he's got a pretty low skill. He also only auto succeed against U ranked traps (ie the sort of shit a 5 year old could set up), against a D rank trap he has to roll an 11, a C rank has to roll a 20, and a B rank he can't even try.
But now you have your guy with a rating S disable device. He deals something like 5d6 damage on his disable device, and no longer heals the trap at all on a failure. He also only needs to bother rolling against an S rank trap, anything less he auto succeeds on doing his damage.
Similarly, if implementing into social combat, with the rules PhoneLobster was talking about in another topic, where you get social combat special abilities that deal X social damage, and can cause status effects, or just cause the effect desired when they reach 0. Well with this system you can have the base damage of their social powers determined by their skill rank.
Basically because you have these hardcoded ranks you can have the ranks provide other benefits besides just what you roll, tying them into broader better integrated mechanics without everyone feeling strictly the same. The more I think about this the more I like it.
Once again, how MC decides to implement it remains to be seen, and I may end up hating what they've got up their sleeves for 5e. But there is potential here I think.