Weirdo
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I'm trying to add some guidelines for doing normal skill check things faster and I'd like some input.
Fast Disguise: By accepting a -10 penalty on your check you may disguise yourself in d3 minutes instead of d3x10 minutes.
Fast Escape (Escape Artist): By taking a -10 penalty on your check, you may attempt to make an escape artist check that normally takes 1 minute (such as escaping from rope bindings or manacles) as a full-round action. By taking a -5 penalty, you may make a check that normally takes a full-round action (such as escaping from a net) as a standard action, or a standard action check as a move action. You may reduce the time taken by multiple steps by stacking these penalties.
Fast Training (Handle Animal): You may reduce the time required to train (but not rear) an animal by 1 day for every 5 points by which your check exceeds the DC.
Fast Healing: By taking a -10 penalty on your check, you may perform a Heal check that normally takes a standard action as a move action, or a heal check that normally takes 1 hour in d4 minutes.
Fast Foraging (Survival): By taking a -10 penalty on your check, you may provide food and water for yourself and others while moving at full overland speed.
Fast Swim: If you exceed the swim DC by 20 or more, move at full speed as a full-round action instead of half speed. If you swim at full speed, you must make a check every minute instead of every hour to avoid fatigue, and the DC of this check is 40.
I'd like thoughts on balance, and to increase the consistency of the modifiers. Concerns:
1) The last few speed improvements within the round(from full round action to standard and standard to move) feel much more useful than cutting non-combat scale times in half, for action economy reasons, even if it shouldn't realistically be harder.
2) Some skills might be more valuable to rush in general. This seems to be the game's assumption since moving at full speed instead of half speed when tumbling with Acrobatics is +10 to the DC, but moving at full speed when tracking is only -5. (Maybe because in-combat time > out-of-combat?)
3) Some skills seem to need atypical adjustments. For example, a DC 20 check to swim at full speed in calm water is easy enough for a low-level strength-based character that it would become the norm for even a moderately invested character and the slow version would be for untrained or barely trained characters.
Falcar
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These could work but Wizards did this in 3.5 with much higher skill checks.
Disable Device: 1 Round was +20, move action was +50, Free was +100
Handle animal went up by +25
Heal was a quicken recovery to make a day of rest in an hour at a DC: 50
Swim if you took a -20 on your check you could swim your speed as a move action or double move as a full round
These checks were almost impossible until much higher levels though. I found them too high generally but thats something to base it off of.