D20 Mechanic: Skills

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In general, in discussion about t20, we don't like normal d20 skill systems. The end goal of t20 is to replace the skill system with a variety of classes that you can take Job feats into to gain access to skill-like abilities.

However, that process is taking a lot longer than I'd like, and it may lead to a bunch of weird complexity issues that will need to be toned down over time. In the interim, we can't really go without a skill system - because, ultimately, there are a bunch of actions and things that interact with skill systems in published adventures that make it significantly harder for the game to run smoothly.

So we're going to go with a very simple skill system for the time being.

Overview

Skills do things. They're generally small things that are either useful to a wide variety of character archetypes or are small enough in scope that they aren't justifiable as elements of a class. They're also intended as "generic" actions that even NPCs who don't necessarily have classes (don't think about that too much) can do.

To make a skill check, you roll 1d20, add your level bonus, and the ability modifier of the skill's key ability.

If you are trained in a skill, you get a +5 class bonus to the skill.

When you create a character, your class determines what skills you are trained in. Typically you will, by default, you will have two predetermined skills trained, and then can select some number from a list for that particular class.

Once you've selected your skills, that's it, you're good. No tracking skill points or what-not over levels.

If you're an adventurer... I'll deal with your skill selection when someone plays one.

Skills

t20v4 Skill List
Skill Key Attribute
Test Test