Add Skills or Skill levels via roleplaying?


Homebrew and House Rules


In the past I have played with a GM who would award skill proficiency/levels or make it a class skill through role playing. In one instance a character I played was constantly coming up with ridiculous stories and excuses for why certain things were happening ie why he had just snuck up into the lady of the house's bedroom through the window.... I was awarded perform:comedy or something similar.

Curious what others think of this house rule. I like the idea and I think it encourages more vigorous role playing since there is possibly a more tangible reward for it.

As a side note, this GM would also award different amounts of XP based on good role playing. Does anyone else do this? I do like this idea but it did start to make a difference since certain players who were better at this did slowly advanced faster then the rest of the party.


Personally i dont like it exactly because it starts to lead players into making weird choices to level their stuff.

Playing a game where the GM does this on another system , you can be sure my "free" time and actions are all changed so that i use certain skills and not others...

Reminds of oblivion , it was better to walk around jumping or in stealth to level something , so you go ask , many will say they did exactly this.

Ofc , all deppends on the mentality of the players in the end.


I don't see this as so much a reward for just saying your character is sneaking everywhere to get extra experience at sneaking. This isn't like Skyrim where you would just sneak everywhere and gain a level. Something like that offers nothing to the game via roleplaying. It would be for describing a particularly epic use of the stealth skill to do something unexpected or heroic or whatever the DM designs as worthy of this bonus. Down time would have nothing to do with this unless you roleplayed the down time.


Adagna wrote:
I don't see this as so much a reward for just saying your character is sneaking everywhere to get extra experience at sneaking. This isn't like Skyrim where you would just sneak everywhere and gain a level. Something like that offers nothing to the game via roleplaying. It would be for describing a particularly epic use of the stealth skill to do something unexpected or heroic or whatever the DM designs as worthy of this bonus. Down time would have nothing to do with this unless you roleplayed the down time.

Yes ofc the GM is not some auto system that you can easilly trick , that isnt my point , my point is your very actions change to make sure you are using the skills you want the most.

For example really , on this table im playing , on current adventure we had to go to this "evil" town , full of vampires and slaves... So my group had to decide , we could go stealth/killing or try to go diplomacy/reason.

So we had to make a choice mostly , either we go to kill or we go to try and solve things with much less fighting.

I didnt really mind one way or the other here , so i mostly allowed the other players to make the call , but if we were using this system that wouldnt have been so , because even if i didnt care much , my char is mostly linked to charisma and social skills , so i would pretty much try all i could so we would go the social route and i had the chance to get more diplo... skill ranks.

This is just one case and it isnt the best example , but it shows my point , this system will make some players "run after" situations that allow them to lvl the skills they want.

Ofc , like i said above it deppends on the players.

PS: Yes , neither the GM nor any of us think a race should just be something in general , so while there are many evil vampires , there are also many neutral and even few good ones in said city. Which is the reason we could manage a diplo route.


Pathfinder Roleplaying Game Superscriber

Well, if you use skills to complete encounters instead of combat you get exp which eventually levels you up which gets you skills. I wouldn't give additional skill points for doing it as this skews the power base of the class, but that's me.

Pretty sure the Core Rulebook specifically mentions the option of awarding exp for good roleplaying. I wouldn't suggest it unless your whole group likes to roleplay as it's generally a bad idea to have members of the party at different levels. However, an emphasis on roleplaying with groups who enjoy it is a great idea.

In the end, it makes the most sense to play in a way that everyone at the table enjoys. So if everybody's happy then you really can't be doing it wrong.


Nox Aeterna wrote:
Adagna wrote:
I don't see this as so much a reward for just saying your character is sneaking everywhere to get extra experience at sneaking. This isn't like Skyrim where you would just sneak everywhere and gain a level. Something like that offers nothing to the game via roleplaying. It would be for describing a particularly epic use of the stealth skill to do something unexpected or heroic or whatever the DM designs as worthy of this bonus. Down time would have nothing to do with this unless you roleplayed the down time.

Yes ofc the GM is not some auto system that you can easilly trick , that isnt my point , my point is your very actions change to make sure you are using the skills you want the most.

For example really , on this table im playing , on current adventure we had to go to this "evil" town , full of vampires and slaves... So my group had to decide , we could go stealth/killing or try to go diplomacy/reason.

So we had to make a choice mostly , either we go to kill or we go to try and solve things with much less fighting.

I didnt really mind one way or the other here , so i mostly allowed the other players to make the call , but if we were using this system that wouldnt have been so , because even if i didnt care much , my char is mostly linked to charisma and social skills , so i would pretty much try all i could so we would go the social route and i had the chance to get more diplo... skill ranks.

This is just one case and it isnt the best example , but it shows my point , this system will make some players "run after" situations that allow them to lvl the skills they want.

Ofc , like i said above it deppends on the players.

PS: Yes , neither the GM nor any of us think a race should just be something in general , so while there are many evil vampires , there are also many neutral and even few good ones in said city. Which is the reason we could manage a diplo route.

Just to play devils advocate - why WOULDN'T the social specialized character be trying to primarily use what they are best at to solve encounters? If someone was a great diplomat, they would try to use that lever whenever they could.


RDM42 wrote:
Nox Aeterna wrote:
Adagna wrote:
I don't see this as so much a reward for just saying your character is sneaking everywhere to get extra experience at sneaking. This isn't like Skyrim where you would just sneak everywhere and gain a level. Something like that offers nothing to the game via roleplaying. It would be for describing a particularly epic use of the stealth skill to do something unexpected or heroic or whatever the DM designs as worthy of this bonus. Down time would have nothing to do with this unless you roleplayed the down time.

Yes ofc the GM is not some auto system that you can easilly trick , that isnt my point , my point is your very actions change to make sure you are using the skills you want the most.

For example really , on this table im playing , on current adventure we had to go to this "evil" town , full of vampires and slaves... So my group had to decide , we could go stealth/killing or try to go diplomacy/reason.

So we had to make a choice mostly , either we go to kill or we go to try and solve things with much less fighting.

I didnt really mind one way or the other here , so i mostly allowed the other players to make the call , but if we were using this system that wouldnt have been so , because even if i didnt care much , my char is mostly linked to charisma and social skills , so i would pretty much try all i could so we would go the social route and i had the chance to get more diplo... skill ranks.

This is just one case and it isnt the best example , but it shows my point , this system will make some players "run after" situations that allow them to lvl the skills they want.

Ofc , like i said above it deppends on the players.

PS: Yes , neither the GM nor any of us think a race should just be something in general , so while there are many evil vampires , there are also many neutral and even few good ones in said city. Which is the reason we could manage a diplo route.

Just to play devils advocate - why WOULDN'T the social...

Well sure , but the rest of the group isnt that good at it and end up leaving to my PC talking out pretty much any important discussion, you know , mostly we require diplo rolls often in this situation and im the one with high char and other bonus.

So i didnt want to push the adventure in this direction since it would make their PCs feel less useful and mine is still capable of fighting anyway , i dont mind only using the social skills on small parts.

Mostly my fun comes from doing insanely high performances , im quite sure next time i will manage to reach 100 with strings :P


Nox Aeterna wrote:

Personally i dont like it exactly because it starts to lead players into making weird choices to level their stuff.

Playing a game where the GM does this on another system , you can be sure my "free" time and actions are all changed so that i use certain skills and not others...

Reminds of oblivion , it was better to walk around jumping or in stealth to level something , so you go ask , many will say they did exactly this.

Ofc , all deppends on the mentality of the players in the end.

Even if you do that, you wouldn't really gain in stealth skill without people trying to spot you and getting feedback on how well you're doing. Which is a whole big thing and will hugely slow the party down, but if they want to train at it, why not? Basically you are stopping and doing stealth drills. Sounds fine to me.

Jump everywhere? Okay you are fatigued now after like half an hour and can barely travel anywhere... but yes you get credit for acrobatics practice.

Just apply logic and anything like this becomes reasonable training time, not oblivion-ness.


The most that should be done is let them convert a useless trait that they may have lying around into the skill focus feat at whatever level is half way through the campaign, skill focus is already such a waste of a skill that a one time use of it isn't terrible when its replacing dumb abilities. Ranks and Abilities should still never be handed out but "because they aren't" isn't a reason to minmax skills or take skills your character doesn't need or wouldn't take (like a paladin of light taking stealth).


RDM42 wrote:
Just to play devils advocate - why WOULDN'T the social specialized character be trying to primarily use what they are best at to solve encounters? If someone was a great diplomat, they would try to use that lever whenever they could.

While a social character would usually prefer to use his social skills, there is situation where he would rather not do that. With a "progression by practice" rule, he may be encourage to use diplomacy no matter the situation.

Here is a quick example :

Lets imagine a party with a charming sorcerer, a agile ranger and a sneaky rogue.
The party must enter the domain of a rich noble (because reasons). They could try to talk their way in by convincing to the guards at the entrance, or they could scale the property wall to get inside. The wall is not really guarded and should be easy to scale for all the group.

Normally, the Sorcerer would prefer to go through the front door, fast-talking the guards and getting the job done that way. However, the noble and his guards are dwarves, and the sorcerer hates dwarves; he totally abhors them; even thinking of peacefully being near one of them sicken him.

In such a case, unless pushed to it by the rest of the party, the character wouldn't use the diplomatic option, and would prefer a route that doesn't requires him to interact with dwarves.

However, if "progression by practice" is present, the player (who want to increase diplomacy) will have his character use the diplomacy route, and thus acting in a inconsistent way.

Moreover, while the sorcerer will try to talk his way in, the ranger, because he would prefer to increase his climb score, will try to scale the wall; and the rogue will try to enter by hiding in a barrel.

The end result, in addition to sometime inconsistent actions, is that a classic group will splinter nearly as soon as multiple skill-based solutions will appear.

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