Thursday, June 19, 2014

Misc: Handling Secondary Skill Proficiencies and Checks

Handling Secondary Skill Proficiencies and Checks

While I was reading through the DMG, I noticed there is no definite system for handling skill. But then I realized I was wrong, there always has been a way, when I remembered the Thief class skills. So, I decided to write up a basic guide for handling secondary skills and checks derived from the thief skills table. All skill checks should be done with a percentile die, and work just like doing checks for Thief Skills, the goal to roll less than or equal to the total target score.

The standard Thief skills; Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, etc; are also now considered Secondary skills (with some restrictions), and also use the new skill table.

Secondary Skill Proficiency, Table I
Skill Proficiency

Bonus
Target Score

Odds
0, Unskilled
+0%
5%
1/20
1 (skill*)
+15%
20%
1/5
2 (skill**)
+30%
35%
~1/3
3 (skill***)
+45%
50%
1 out of 2
4 (skill****)
+60%
65%
~2/3
5(skill*****)
+75%
80%
4/5
Additional Modifiers:
  • +5% for each circumstantial benefit, ie top dollar equipment, safe or beneficial location, etc
  • -10% for each circumstantial hazard
  • +5% for being eligible for the Prime Requisite XP bonus
Character Creation Errata
Each Non Thief-type character begins at level 1 with 1d4+1+INT (2-5+INT mod) proficiency points to allocate to any desired skills. Thief skills are an exception, can only be selected if the character has a DEX of at least 13, and then only a single skill may be chosen can only have 1 point added to it to begin with.

Thief-type classes work the same way, only they use the DEX mod instead of INT. Thief types have reversed selection options, being allowed to pick from all thief skills (Except Read Languages, explained below), but restricted from Secondary skills unless the character has an INT or WIS of at least 13, and then only a single skill may be chosen can only have 1 point added to it to begin with.

There is a max limit of skill** for all skills selected during character creation, regardless of class or skill type. This is for maintaining balance between new characters. They can be improved further upon earning new levels. Depending on what skills are chosen, this can be used for a source of background history on the character, such as his normal blacksmith job, or to explain that is good with animals because he lived on a farm growing up or is a druid, for example.

The original DEX-Thief Skill Target% modifier table [PHB p12, Dexterity Table II] still applies, in the following manner: Penalties apply to all characters but bonuses apply only for Thief-types. This keeps competent, well trained thief-types at the top of their game, while penalizing anyone logically incapable, as even if they're trained, they have a natural incompetence or clumsiness that keeps them from being very good at Thieving.

Non Thief-types have a maximum level limit of skill*** on Thief Skills; or, for a Non Thief-type character who happens to have 18+ DEX, the limit is raised to skill****.

As noted with the table, Characters also receive a +5% bonus if they are eligible for the Prime Requisite Experience Bonus (PREB), and any circumstantial benefits can add a +5% bonus (+5% for each factor significant enough to make a difference). If the character has access to superior alchemy equipment (+5%), AND a library of knowledge regarding resources (+5%), he gains a total +10% circumstantial bonus. Likewise, circumstantial hazards can reduce the chance of success. Each hazard reduces the Target Score by -10%. These can include many things and oftentimes failure under hazardous conditions can result in dangerous, harmful, or deadly situations, such as distractions affecting concentration, poor quality equipment, climbing a wall or cliff during high winds or a rainstorm (risking potentially severe fall damage or death if you drop too far.)

A character who has is absolutely unskilled, has no training in a skill whatsoever has a base 5% chance of succeeding the check (Lucky break). The maximum limit for a target score is 95%, there is always a 5% chance of failure (Unlucky strike).

The Thief skill "Read Languages", for all intents and purposes, will never count as a Secondary Skill. It is a unique ability learned during a Thief-type’s career (4th level standard, 10th level they also get "read magic”, see below) and not a skill. By the Books, a “read language secondary skill” would simply be defined as the standard Character Languages rule [PHB p34]

“Read Magic", By the Books, is a spell. Why do thief-types get read magic then? They don’t. They just get clever enough to decipher arcane texts like regular languages; although not without potential consequences of shoddy comprehension.

Example: Gerrick the Crook’s ability to read and understand magic is unclear. The Fireball scroll blows up in his hand before he even finishes reading it!

Example: 3rd level Alchemy could be written as “Alchemy***”; 5th level Carpentry as “Carpentry*****”; 2nd level Hunter or 1st level Fisher as “Hunter**” or “Fisher*”

Example: A Cleric who has 18 Wisdom, and Alchemy***, which means the character has 3 proficiency points in Alchemy; gets a +50% to his base alchemy skill target score. +5% from his Wisdom meeting Prime Requisite bonus eligibility, and +45% from his Alchemy Proficiency, added to the base of 5%, totals a 55% chance of success, not including any potential circumstantial modifiers.

Optional Rule – Action Skills: Under this rule, Climb Walls and Hear Noise are not restricted as thief skills or a secondary skills, thus can be chosen freely as either; although thief-types do receive a natural +10% to both of them if trained, in addition to the standard proficiency bonuses. They are now considered “action skills”, which include other potential skills like Swimming or Acrobatics. These are generalized skills that can be applied in a wide range of situations. They follow a slightly different set of rules with a limit of skill*** and a different table, detailed on Table II. Otherwise, action skills are checked in the same universal way. Action skills have a Base Target Score of 20%, and the same maximum limit of 95%. In some cases, however certain measures can increase the 95% success rate to 99%, such as using ropes and other safety equipment when climbing. This is up to DM discretion on a per-case basis. It is also up to the DM whether or not to use this rule – it is entirely optional.
Action Skill Proficiency, Table II
Skill Proficiency

Bonus
Target Score

Odds
0, Unskilled
+0%
20%
1/5
1 (skill*)
+15%
35%
~1/3
2 (skill**)
+30%
50%
1/2
3 (skill***)
+45%
65%
~2/3
Additional Modifiers:
  • +5% for each circumstantial benefit, ie safety equipment, swimming in calm waters
  • -10% for each circumstantial hazard
  • +5% for being eligible for the Prime Requisite XP bonus
  • +10% initial training bonus if a thief-type

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