Halivar
First Post
Many RP aspects of a player’s past life, such as vocational skills, are not currently represented in the 4E skill system. I think the intention was that players would weave implicit vocational skills into their background, and the DM narrate in light of the players having that skill. But often times, if an ability is not represented in game, it does not exist cognitively. Either the player forgets that background story element, or the DM requires checks in the standard 17 skills (which fail to cover many RP scenarios).
So I present my idea for handling “mundane” tasks that may impact how PC’s go about driving the story outside of combat.
Below is a list of sub-skills. Each sub-skill is tied to one of the 17 standard skills. When making a sub-skill check, you roll its associated standard skill. Being trained in a sub-skill means you are treated as being trained in its associated standard skill for the purposes of whatever that sub-skill covers. If you are already trained in the associated standard skill, you get a +2 to such checks.
At character creation, each player chooses 3 sub-skills from the list below. Characters may trade in a standard skill choice for 3 more sub-skills.
Here are some guiding principals for sub-skills to keep them from becoming onerous for players:
1) They are for players. Sub-skill checks are only initiated by the player. The DM never requires a sub-skill check (especially in a skill encounter), but are encouraged to allow their use at a player’s request. Example: A party is preparing for a tense meeting at an inn that will require a diplomacy-centered skill challenge, and Bob the Barbarian is afraid his checks are going to flub it. He’s very good at singing and playing the flute, however, so he elects to take to the corner and set the right mood for negotiations, and so makes Singing and Play Instrument checks instead during the skill challenge. The DM may rule that these checks do not count as successes, but do add a significant bonus to party-mates’ skill checks.
2) They are optional. Players should not have to choose sub-skills, and their lack of participation should never negatively impact the game (especially in skill challenges).
Here’s the list, organized by general category. There are a lot of skills not listed here because they are solidly covered by a standard skill, such as navigation or foraging.
Clerical
Administration - Diplomacy
Accounting - Perception
Appraisal - Thievery
Calligraphy - Religion
Law - History
Recordkeeping - History
Research - Insight
Military
Command - Intimidate
Tactics - Insight
Exploration
Cartography - Perception
Sailing - Acrobatics
Leisure
Gambling - Bluff
Play Instrument (choose one) - Acrobatics
Singing - Diplomacy
Agriculture
Animal Husbandry - Nature
Farming - Nature
Crafting
Blacksmithing - Athletics
Brewing - Religion
Carpentry - Athletics
Construction - Dungeoneering
Cooking - Nature
Dancing - Acrobatics
Engineering - Dungeoneering
Jewelry - Thievery
Leatherworking - Nature
Shipwrighting - Endurance
Tailoring - Acrobatics
Weaving - Acrobatics
Wine-making - Religion
Comments? Ideas? Did I miss anything?
So I present my idea for handling “mundane” tasks that may impact how PC’s go about driving the story outside of combat.
Below is a list of sub-skills. Each sub-skill is tied to one of the 17 standard skills. When making a sub-skill check, you roll its associated standard skill. Being trained in a sub-skill means you are treated as being trained in its associated standard skill for the purposes of whatever that sub-skill covers. If you are already trained in the associated standard skill, you get a +2 to such checks.
At character creation, each player chooses 3 sub-skills from the list below. Characters may trade in a standard skill choice for 3 more sub-skills.
Here are some guiding principals for sub-skills to keep them from becoming onerous for players:
1) They are for players. Sub-skill checks are only initiated by the player. The DM never requires a sub-skill check (especially in a skill encounter), but are encouraged to allow their use at a player’s request. Example: A party is preparing for a tense meeting at an inn that will require a diplomacy-centered skill challenge, and Bob the Barbarian is afraid his checks are going to flub it. He’s very good at singing and playing the flute, however, so he elects to take to the corner and set the right mood for negotiations, and so makes Singing and Play Instrument checks instead during the skill challenge. The DM may rule that these checks do not count as successes, but do add a significant bonus to party-mates’ skill checks.
2) They are optional. Players should not have to choose sub-skills, and their lack of participation should never negatively impact the game (especially in skill challenges).
Here’s the list, organized by general category. There are a lot of skills not listed here because they are solidly covered by a standard skill, such as navigation or foraging.
Clerical
Administration - Diplomacy
Accounting - Perception
Appraisal - Thievery
Calligraphy - Religion
Law - History
Recordkeeping - History
Research - Insight
Military
Command - Intimidate
Tactics - Insight
Exploration
Cartography - Perception
Sailing - Acrobatics
Leisure
Gambling - Bluff
Play Instrument (choose one) - Acrobatics
Singing - Diplomacy
Agriculture
Animal Husbandry - Nature
Farming - Nature
Crafting
Blacksmithing - Athletics
Brewing - Religion
Carpentry - Athletics
Construction - Dungeoneering
Cooking - Nature
Dancing - Acrobatics
Engineering - Dungeoneering
Jewelry - Thievery
Leatherworking - Nature
Shipwrighting - Endurance
Tailoring - Acrobatics
Weaving - Acrobatics
Wine-making - Religion
Comments? Ideas? Did I miss anything?