Skill system that was used in my 3.5 D&D home game


New Rules Suggestions


For the last 3.5 campaign that I ran, i used a modified skills system that I'd like to present for consideration.
As it was run in my game basically characters gained points for skill ranks based on all six stat scores which could then only be spent on skills that used that stat.

What is gained (at least in my game) is 1/2 the bonus modifier per stat. If the stat modifier is negative any skills that are bought cost more points equal to 1/2 the stat penalty. Then the class skills are gained as a flat total, not enhanced by the int modifier.

More specifically (as example) say a human sorcerer with the following stats gains a level:

Str 8
Con 12
Dex 14
Wis 10
Int 12
Chr 16

This character will gain the following skill points:

Str 0
Con 0.5
Dex 1
Wis 0
Int 0.5
Chr 1.5

2 points for being a sorc, and 1 for being a human

Any skills that use STR will cost an extra 0.5 skill points to buy.
I permitted the use of half and quarter (for cross-class) ranks
Also, I had allowed Swim & Climb to use CON as an alternate Stat.

So as further example lets say that the 0.5 point that was gained for CON is placed into Concentration.
The point gained from Dex could be used to buy a half rank in Tumble.
The 0.5 point from Int placed into Knowledge Arcana.
As for the 1.5 points from CHR: 1 point could be placed into Use Magic Device, and the 0.5 point could be placed into Bluff.
Finally there are the 2 points gained from sorc, and the point gained from human. These three points can be used in the way any standard skill points would be spent, as well as using them to fill in any half ranks that are floating around. For example, using 1.5 of the three standard points to fill in the 3 half ranks that were purchased for Concentration, Knowledge Arcana, and Bluff. Finally if a STR skill were wanted the remaining 1.5 points could purchase a cross-class rank in, say, Swim (being a cross-class you would only gain a half rank).

First level points would be these totals multiplied by 4

Obviously, this is a much more complicated system then the standard 3.5 skill system. It was created due to conversations within my home home group about how must classes don't seem to have quite enough skill points, and that Intelligence shouldn't be the main deciding factor of "talent" above and beyond normal class learning.

This system was played through 20+ levels of play and worked fairly well. I present this system as an alternate possibility to be examined (and if deemed worth working on to be altered, evolved, and improved)


I know why you did this, but it's not that good an idea.
Since all skills already get the ability modifier as a bonus/penalty you are double-valueing this connecting (there was a special word for this, but I forgot it).

I thought about slightly increasing the number of skill points for all classes and allow the INT bonus skill points per level ONLY FOR KNOWLEDGE SKILLS.
(MUUUCH more sense i.e. for the wizard!)


The concept isn't bad, but it's an awful mess in execution if you ask me.


Did some brainstorming, and I came up with something a bit less unwieldy. 1/2 int modifier + 1/2 Primary class score and round off any decimal places.

Primary class scores being Str for Barbarians, Str or Dex for fighters, Dex for rogues, Wis for clerics, ect...

Basically the point of my original system was the exceptional talent within the skills system shouldn't solely be a product of intellect. I feel that this system is a bit simpler, plus it meshes a bit better with the reworked skill system in the Pathfinder rules.

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