Tuesday, June 26, 2012

Rules: Skills


Alright, I'm going to start posting rules for my iteration of DnD Mine. For starters, the rules are based off a combination of things that I've shamelessly taken from other OSR bloggers, my own rules, Some 3x esque themes, and Labyrinth Lord. A special thanks to Gavin Norman for his spell lists for the elementalist and necromancer class, the basis for my Gray and Black Magician classes, as well as the Brute, Archer (Marksmen), Blade, and Leader (Skald) class. 

The First thing I'm going to post, is my take on a skill system. This will make understanding the classes a little easier when I get to it. Tomorrow I will post the starter skills.

SKILLS
The skill system of Dorms and Dragons is a unique feature that allows characters to learn new skills as they adventure, while becoming more proficient at skills they already know through success-based advancement. If a character wants to try a new skill, they must simply succeed at it to put it on their character sheet. Starting skills are what receives a bonus for level advancement. When a skill check is a success, roll a d10 for skill XP. Critical success gives max XP. Skill experience progresses at the rate of the table below, with a maximum bonus of +20 from training, level, or success

Skill Bonus
Skill XP Needed
+1
10
+2
40
+3
90
+4
160
+5
250
+6
360
+7
490
+8
640
+9
810
+10
1000
+11
1210
+12
1440
+13
1690
+14
1960
+15
2250
+16
2560
+17
2890
+18
3240
+19
3610
+20
4000


AVERAGE SKILL DC +/-
To keep the unique skill system somewhat streamlined, most skills use a base DC of 15+/-. This number may seem high, but it may be scaled up or down depending on difficulty. This DC is further modified by ability scores. The reason behind the high DC is to discourage the reliance on skill rolls, and encourage a style of intelligent, player-skill intensive roleplaying. Modifiers range from -5 to +15. Remember to role play not roll play!

Skill DC Modifiers
Mod.
Ease of Task
-5
Trivial
-3
Easy
-1
Slightly Easier
+0
Average
+1
Slightly Harder
+3
Hard
+5
Very Hard
+10
Expert
+15
Master

CREATING SKILLS
New skills should be discussed with the GM before being written on a character sheet, as some skills are just variations of the existing skills below. Skills have to be actions that require a chance of success or failure that cannot be simply decided ad hoc. Skills must have a quantifiable range of difficulty with a DC of either 13 or 15+/- depending on ease of the task, usually assuming 15+/-. After a skill is decided upon by player and GM, determine the applicable Ability score modifier. Be sure to clear new skills with the GM first! 



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