Revised Skills


Homebrew and House Rules


I'm working on a homebrew system and would love some honest feedback on the skills. The base mechanics in this system are mostly unchanged; the main goal is to consolidate and clean up the actual skills themselves. So here's what I've come up with (keep in mind that this system is still in a brainstorming phase):

Acrobatics:
Concept remains the same except Escape Artist and Fly are rolled into this skill, and jumping is now done with the Physical skill instead (see below). Escape Artist and Fly remain mostly the same mechanically, just used with the Acrobatics skill.

*NEW* Physical:
This is ideally the skill to use for muscular tasks. Climb, Swim, and jumping are all rolled into this skill. The idea is for Acrobatics to be the finesse skill while Physical is the muscle skill. Frankly the biggest problem I have is pinning a good name to it. You can't name it the Strength skill because of the confusion it would cause with the attribute.

Bluff, Diplomacy, and Intimidate:
These skills remain the same in concept, but with some refinement and mechanical tweaks. An NPC's attitude toward you (hostile -> unfriendly -> indifferent -> friendly -> helpful) is well defined mechanically in my system, and all 3 of these skills can be used to influence it. Diplomacy improves, Intimidate lowers, and Bluff can do either. You can also use Diplomacy and Bluff to influence someone's attitude toward a DIFFERENT creature. Each skill has additional uses, such as haggling (Diplomacy) and disguising (Bluff). Oh yes... Disguise is rolled into Bluff. Intimidate can be used to force someone to do what you want (much like a Suggestion effect) or to cough up information, though it doesn't actually improve their attitude.

Each of these also has a unique combat mechanic. Diplomacy can be used to improve a hostile target's attitude in the middle of combat (which isn't possible with the other 2 skills) by taking a -20 penalty and using a full-round action. Improving the target's attitude toward you means that it won't attack you. You can also take feats to do this quicker and possibly be able to do more than just convince the target to not attack you.

Bluff still uses Feint and Intimidate still uses Demoralize, except these mechanics can be improved further with feats. A chain of feats stemming from Improved Feint allows you to eventually use Feint as a free action by taking a hefty penalty. A chain of feats for Demoralize adds a "taunt" mechanic to it and, you guessed it, allows you to reduce the action time by taking a penalty.

*NEW* Handle Creature:
This is a new twist on Handle Animal. It applies to any creature that doesn't share a language with you. It works similarly to Diplomacy in that you can use it to improve a creature's attitude (hostile -> unfriendly -> indifferent -> friendly -> helpful) toward you or an ally.

The Ride skill is also rolled into this skill. A delima exists here in that it makes sense for riding and handling a creature to use the same skill, but normally Handle Animal uses CHA while Ride uses DEX. My solution? Make the skill DEX based. This can be explained by the fact that a very charismatic person doesn't necessarily have a way with animals or other creatures. Similarly, someone who isn't charismatic can still have a natural way with animals and other creatures. Humanoid interaction isn't the same as animal/creature interaction. Furthermore, getting a creature to do what you want often means PHYSICALLY handling it or doing it with body language, which is better represented with DEX than CHA.

Stealth & Perception:
Concept remains unchanged, just cleaned up the mechanics for clarity. I've already done a rewrite for both of these (if anyone is interested I'll post them).

*NEW* Medical:
Renamed the "heal" skill to this since it encompasses more than just healing. I've added that you can use it to diagnose injuries and cause of death (use it to tell if a creature is bleeding out vs. actually being dead, understand the effects of a poison or disease and what caused it, etc) as well as use it for anatomic knowledge (not just humanoids).

I've changed the "treat deadly wounds" mechanic (the one that lets you heal HP with this skill) so that you heal your subject for half of your total Medical check (still usable only once per subject in a day and still consumes 2 healing kits per use). My reasoning is that the amount healed should be solely based on the user's Medical skill, regardless of what level the subject is.

*NEW* Concentration:
Yes, I want to change Concentration back to a skill. With my condensed skill system, it's not a painful change. If anything, it makes more sense than Pathfinder's approach; hear me out.

My first beef with Pathfinder's Concentration mechanic is that it's based on caster level. This means that a multiclass caster is worse at concentrating on his spells than a full caster is. To me, this is poor design because it discourages multiclassing as a caster even more than it's already discouraged. One's ability to concentrate should not be based on caster level.

My second beef is that your spellcasting ability score is what you use to concentrate, regardless of what that ability score is. Now, don't get me wrong - this is not a terrible mechanic. It's fair in terms of game balance. I do, however, have a BIG problem when logic is tossed aside in games for no good reason. Concentrating has absolutely nothing to do with your CHA - I don't care if it is your spellcasting attribute. Not by default, anyway... a feat, item, or class feature might let you do it, but under normal circumstances, a joe shmoe's pretty smile is not going to keep his spell held up while a couple of orcs carve him a new hole. Is it too game breaking to ask that Concentration be based on CON, and to require some investment in discipline to be good at it, regardless of what your class levels actually are? Feel free to discuss. I realize this is just a matter of opinion.

My Concentration also applies to more than just spellcasting. When making a ranged attack, you can use it as a "defensive shooting" mechanic to avoid attacks of opportunity, just like spellcasters can. I've never understood why spellcasters get this mechanic exclusively, while archers get the shaft. Shooting a bow successfully with someone beating on you takes concentration just like casting a spell does. The idea is to use this skill for anything that requires focus and discipline.

*NEW* Intuition:
An expansion on Sense Motive. It works the same but can be used for more than detecting lies. It's the "cleverness" skill. Acrobatics is for finesse, Physical is for muscle, and Intuition is for thinking. Intuition checks are called for in place of Wisdom checks.

Sleight of Hand:
Concept remains the same, and I've added a few more mechanics that the skill can be used for (surreptitious casting, performing "magic" tricks, cheating).

*NEW* Tinkering:
Disable Device and Use Magic Device are rolled into this skill. Can also be used to create makeshift items from scratch and to build unique contraptions. If you aren't trained in a Specialty (see below), you can use this skill to make a generic version of something. For example, if you aren't a professional trapsmith but you want to try and make a trap, you can use this skill to build a makeshift "trap". It will pale in comparison to a genuine trap, but at least it's something. You can also repair mundane broken items (but not destroyed) with this skill, as well as take something apart without breaking it. This skill is based on INT (which is kind of funny because neither DD nor UMD are based on INT).

*NEW* Specialty:
Rolls Profession, Perform, and Craft into 1 categorized skill. Any trade, talent, or job you're good at is a Specialty. I want to revise the crafting rules so that making things is less complicated (but remains balanced). I also want to make Performance specialties (dancing, singing, instruments, acting, etc.) be better tied to Bards. But these are completely different discussions. :)

Knowledge:
Here is one I've put a good deal of thought and focus into. Currently there are 10 poorly defined Knowledge types. In my experience as a GM, Knowledge checks tend to come up fairly often, so I feel that it is an area that requires more attention than what is presented in Pathfinder. The idea is to consolidate them and sort what belongs where more logically. Also, with my approach, some knowledge checks might overlap with each other, and I think this is perfectly fine (meaning that the party might be able to use more than 1 type of knowledge to learn the same thing). My biggest fear is that these might be TOO consolidated. My approach:

Knowledge: Civilization - Appraise, Engineering, Local, & Nobility are all rolled into this Knowledge. Anything related to civilized races, structures, culture, etc. is tied to this.

Knowledge: Wilderness - Survival, Nature, Geography, and Dungeoneering are all rolled into this Knowledge. I've removed aberations from this category and added dragons. Wild creatures and natural structures are tied to this.

Knowledge: Academics - History, Religion, and Planes are all roled into this Knowledge. I've removed undead from this category (you'll see why), while aberations and outsiders are both tied to this Knowledge.

Knowledge: Magic - Spellcraft and Arcana are both included in this Knowledge. Constructs, undead, and magical beasts are all tied to this Knowledge. I would also like to adjust some of the mechanics involved with Spellcraft here (in relation to magic items), but that's another discussion.

Knowledge: Combat - a brand new Knowledge. Information about weapons, armor, poisons, classes, abilities, fighting styles, weaknesses, strengths, and anything related to combat can be gained using this skill. This skill can be used to assess information about an enemy just like the other knowledges can, but again I feel that it's okay to have this overlap.


hi


Interesting. I won't comment too much on yours here (if I do it will be on your thread), but in short, I agree with some of your approaches while I disagree with others. :P


most of what we did is identical, id like to collaborate, since im open to a lot of ideas

heck, if i wasnt willing to collaborate with someone i wouldnt have made it an open thread discussion

i originally had all the social skills as one like you have, and i just called it Socialize, i do prefer it, but including Deception gave me a way to incorporate Disguise

Handle creature is almost identical to my Tame

your Physical is named Athletics in my system

the main differences we have come from separating knowledge skills from spellcraft and UMD

personally i like knowledge skills to always be just that, and not have tangible applications

for that purpose (and because i like the concept of being able to identify spells by their components rather than having to roll a matching knowledge) i kept spellcraft, but incorporated UMD into it, rather than into Knowledge(Arcana)

Specialty is basically the same thing as my Business, except i included Appraise into mine where you kept Perform

our condensed knowledges also match up pretty well, save for combat

i dislike concentration as a skill, and i dislike the powergaming aspect of multiclassing, its one of the things i really liked about pathfinder over 3.5, imo splitting up your training between classes shouldnt make you better than someone who stays specialized, especially when changing spellcasting classes, maybe make it spellcraft based like crafting magic items is?

i also like the PFRPG concentration mechanic because i felt it appropriate to replace the bards perform skill check with a concentration check, because they should be the same anyway

our systems are so similar it would be dumb not to consider melding our ideas


master_marshmellow wrote:
i originally had all the social skills as one like you have, and i just called it Socialize, i do prefer it, but including Deception gave me a way to incorporate Disguise

I did not consolidate all of the social skills into 1. If you'll read my entry, each is still its own skill in my system. I simply grouped them together in this thread for readability.

Each social skill has its own unique niche in the game, and I have found that they should be kept separately from each other (in regards to the skill system). I have incorporated Disguise into Bluff in my system, which you would also know if you read my entry...

master_marshmellow wrote:

the main differences we have come from separating knowledge skills from spellcraft and UMD

personally i like knowledge skills to always be just that, and not have tangible applications

for that purpose (and because i like the concept of being able to identify spells by their components rather than having to roll a matching knowledge) i kept spellcraft, but incorporated UMD into it, rather than into Knowledge(Arcana)

If you look closely at the current rules for Spellcraft, every single one of the mechanics listed make sense sense for being tied to a Knowledge skill. Knowing about a spell being cast... knowing the properties of a magic item... learning spells from a spellbook... etc. They all easily make sense as a knowledge skill. I disagree with your sentiment that Knowledge skills shouldn't have "tangible applications". By that logic, Knowledge skills should not be able to reveal enemy weaknesses, which is already a part of their mechanic in the game. Identifying a magic item or a spell being cast has the potential to be every bit as important as identifying an enemy's resistances or having a good idea about which deity your enemy worships.

I disagree with the idea of grouping UMD with Spellcraft. UMD has nothing to do with being good at magic, but rather the ability to "trick" magic items to get them to do what you want them to do. It's a device manipulation mechanic, not a magical skill. This is the reason I have grouped it with Disable Device into my new "Tinkering" skill.

master_marshmellow wrote:

i dislike concentration as a skill, and i dislike the powergaming aspect of multiclassing, its one of the things i really liked about pathfinder over 3.5, imo splitting up your training between classes shouldnt make you better than someone who stays specialized, especially when changing spellcasting classes, maybe make it spellcraft based like crafting magic items is?

i also like the PFRPG concentration mechanic because i felt it appropriate to replace the bards perform skill check with a concentration check, because they should be the same anyway

I agree that multiclassing shouldn't make you stronger than a single-classed character, but I disagree that it should be dismissed as an option. On the contrary, it should be ENCOURAGED as an option. Just because you personally don't like multiclassing doesn't mean that a different character with a clever idea and build concept shouldn't be able to take advantage of multiclassing. While Pathfinder has done quite well to strengthen single class builds, multiclassing still has its place as an option. Otherwise, it wouldn't be in the game. I still think that one's ability to concentrate and one's ability to cast spells should be SEPARATE from each other by default. Concentrating/focusing on something sometimes has nothing to do with casting a spell at all. I'll have to agree to disagree with you here.

master_marshmellow wrote:
our systems are so similar it would be dumb not to consider melding our ideas

A few of our approaches are similar, but we do have some glaring differences. I am going to have to respectfully decline, because I am already collaborating with others in developing my homebrew system. I would, however, be willing to give you more feedback in your thread if you want, and welcome any further feedback you might have on mine. ^_^


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