My goals for these rules are:
- To use a passive/active system for skill checks that incorporates both Intelligence and Wisdom
- Avoid modifiers, and use a roll-under system
- Let the players utilize items to mitigate proficiency deficiency
Madison Safer |
Skill checks represent the player characters using their talents and experience to modify their situations. There are two types of skill checks: Knowledge checks and Application checks. These are both d20 rolls.
A successful Knowledge check allows a player character to recall information that is pertinent to the situation. To make a Knowledge check, you check your roll against your Intelligence. If it is equal to or lower than your Intelligence score, you are successful.
You cannot make Knowledge checks untrained, unless you have a source of information on-hand.
Application checks, when successful, allow a player character to significantly change their circumstances. They're more powerful than we consider skill checks in systems like 5E. Application rolls are checked against Wisdom instead of Intelligence. Whenever you succeed on an Application check, cross it off for the day - you cannot use it again until you rest.
You can make Application checks at a penalty if you are untrained in them. This caveat can be ignored if you have the proper tools for the job.
If you roll under your Wisdom by 5 or more, you do not have to cross your skill off for the day.
If you roll under your Wisdom by 10 or more, you may tack an adverb onto your action (thanks Arnold).
Some classes have access to exclusive skills. Rangers get Terrain as a skill, which they use for tracking things and altering battlefields. Wizards get Spellbook and Relic as skills, which they use for casting. Other classes will have access to these skills (untrained, obviously) on a case-by-case basis.
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