D20 Advanced Wiki
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Character Module Dark Skills
How Skills Work Skill Basics
How Skills Work
Skill Descriptions Skill Descriptions
Skill Feats
Advanced Options Creating Skills
Mini-Modules Mini Module: No Skills
Mini Module: Particulate Skills
Mini Module: Skill Challenges
Mini Module: Extended Skill Checks


Redlight A group may not wish to use skills at all. In that case, relying entirely on ability checks may be the best way to go. The GM is encouraged to apply circumstance modifiers on these ability checks to represent a situation a character would be well-trained or highly skilled at, such as a nimble gymnast attempting to jump between buildings. In this situation, all characters at character creation should choose a single ability score. All checks made with this ability score are made at 2 Bonuses, to represent training and experience with applications of this ability score (or two ability scores at 1 Bonus each). Characters also gain a modifier equal to one-half their PL, which lets the GM keep skill check DCs at similar levels to those described in this chapter.

Skill Feats should also be removed, or re-worked to account for becoming ability checks. Consider which skill feats would still fit in the game carefully: some may function better as a simple ability score check (like Inventor). For specific areas in which a character is especially talented, the GM should allow players to choose the Talented feat.

Resistances should be handled by targeting a relevant ability rather an individual resistance skills (so an FX which would target Fortitude would now instead target Constitution, while a Will effect would instead roll to overcome a target's Charisma).

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