| Scythia |
To create a link type [ url="http:yourlink" ] Description[ /url ] but without the spaces on the brackets.
Like this Zautos' House Rules
Otherwise the forum breaks the link by adding a space.
Edit: Although I'm not finding the doc at that link.
Nevermind, just took a couple tries to load.
| Cattleman |
Some of the more unique ones I've built and/or use:
Combined Checks: Perception, Knowledge, and many other checks are done as a party using the Best or Worst scores where applicable.
Approach matters: Sometimes a different stat may be used for a check. An Intimidate Check, for example, may use Strength or Dex depending on the approach of the player.
"Click": When a trap activates some hint is given to the players. The players will react how they believe is appropriate. If the action they take could save them from the trap, they get to avoid it or take half damage, regardless of the trap's normal rules. This also means they don't get the typical default saves the trap offers because they may take a bad action.
Psuedo_TrapSense: Traps will nearly always have indicators (bodies with wounds or markings, obvious cuts in the floor, or other markings that let the players know that something is up. Without being too obvious, I always give some hints that (especially if their perception was a bad roll) something non-obvious is weird with the room/floor/ceiling/etc
Skill Books: You may read a book of the related skill to attempt to gain a permanent Skill Rank. A skill book is associated with a "Difficulty Number." This dictates the DC of the book and the max skill rank it can raise your character to. For each skill rank, you must pass a number of checks equal to your skill rank to gain one.
F.E. A Skill-Book(Lockpicking, 2) is a DC12 book. It can bring your skill rank to a maximum of +2. If you have Zero skill ranks, you may (with a single successful check) have a single skill rank now. If you have 1 skill rank, you can then pass TWO more skill checks to gain a second rank from the book over TWO reading sessions.
Books will give a 24-hour Confidence Bonus of +1 to the reader regardless of their success or failure. Each
Skill Trainers: Similar to skill books, but each successful skill rank gained by training sessions gives an Affinity Bonus that stacks with itself in addition to the Confidence Bonus. These Affinity Bonuses only apply to skill checks with that trainer. This means the more you train with a single trainer, the easier it is for them to teach you.
F.E. You've gained two skills previously with Trainer John (Stealth 5). It's a DC15 check, but you have an additional +2 to the roll. If you wish to gain Skill rank 5, you will have to pass 5 checks (over 5 sessions of training) with him, and then you will gain that rank.
And the biggun:
"Natural Skills": This is still in development, but long story short no body gets skills the way the book says other than their first level. People get skills by doing things. The code is something like:
[code]
if(DC > 10 + Skill Ranks)
{
rollTotal = Player's_D20Roll + Skill Modifiers;
if(rollTotal > DC + Skill-Ranks)
{
Gain_A_SkillRank()
}
}
[/code]
It's still a work in progress, but basically you gain a lot of skill ranks early on and less as you go. If you want to be good at something, you have to do it.
Negative Skills can accrue if a player fails the same task 3-4 times in a row as well.
A natural 20 or natural 1 the *first* time you roll a skill with a character in a given campaign will automatically give you a skill or negative skill. (This stacks with the success of the skill check for a 20, meaning if the DC was 12 or higher and you had a single skill rank in it, you'd gain 1 for the Nat 20, and one for passing the check by more than your skill rank over the DC.)
For later levels, you can track the exp because it may be difficult to pass a DC 27 check by 17 or more :p.
_______________________
Basically, I've gone this convoluted route because I got tired of skills just appearing out of nowhere. The players seem to like it and it fleshes out characters with weird traits. Every session the players are *very* likely to gain skill ranks (meaning they grow without leveling) and it encourages them to do things rather than take the most mundane or simple path.
It also means every skill point has a story, adding depth and memorability to the character.
Lastly it means that I, as a DM, have to design interesting dungeons, encounters, etc.. that allow for a multitude of different skill checks to do things. This means that rather than a flat dungeon with the occasional trap, it's better to have multiple levels, things to jump over, stealth to use, etc.