Stat Changes

Lately I’ve been playing in a few d6 games (Star Wars d6 FTW) and I really enjoy the take away on the way stats work vs the classic D&D example of 6 attributes. Now I’ve also been playing some D&D 5e and it has skills in it as well and my thought is, why can’t the two be married into something flexible yet allowing for more jack-of-all-trades or super specialists?

I propose that the system be modified to add the following skill structure.

The base 6 attributes stay in place and do not change. By default, all skills under those attribute inherit the bonus of that skill.

Example: A strength of +3 would have a base of +3 in all strength skills

This is where things would change. At each level a character would gain 3 skill bonuses to distribute into their skills as they see fit. So you could build a fighter who could also be a competent pick pocket or a thief who is a great cat burglar with an epic climb ability. Essentially allowing you to choose the character’s path forward.

Proposed Skill List

Strength Skills

  • Acrobatics
  • Brawling
  • Melee Weapons
  • Jumping
  • Lifting
  • Swimming

Dexterity Skills

  • Climbing
  • Ranged Weapons
  • Defense
  • Dance
  • Pick Pockets
  • Running
  • Stealth/Hide/Sneak
  • Tumbling

Intelligence

  • Knowledge
  • Lore
  • Disable Traps
  • Pick Locks
  • Languages
  • Navigate
  • Read Languages

Wisdom

  • Bargain
  • Craft
  • Search/Listen (change to Notice)
  • Faith
  • Tracking

Constitution

  • Stamina
  • Health/Healing
  • Willpower

Charisma

  • Bargain
  • Disguise
  • Charm
  • Bluff
  • Intimidate

Magic (starts at zero)

  • Faith Magic
  • Learned Magic

 

 

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8 thoughts on “Stat Changes

  1. Climb is actually strength. In real life, if you have a “hanging rope” in gym class. If you don’t have enough arm strength you can’t climb it.
    Heal is a wisdom based skill too.
    Also intimidate can be Charisma OR Strength (basically a thing of holy crap, this person can beat the $#!t out of me!)
    Wisdom is usually what will is based upon
    Languages are also usually intelligence based

    Liked by 1 person

  2. Quick question: you’ve got faith as a skill under wisdom, healing as a skill under constitution, and faith magic as a skill under magic. So how does this all work as a divine spellcaster? Would faith magic be only non-healing faith magic, or does healing apply only to a person using potions? How does the wisdom faith skill differ from the faith magic skill, and how would a DM know when to apply which?

    Liked by 1 person

  3. Here’s a screenshot to a new sheet I’ve designed for this update. I love the idea, and I hope we can workshop it to make the best of it! Note, in my design, I’ve included one extra function for spell casting and re-arranged some of the skills to make more sense to me.

    This is, of course, altered from your idea, but I figured you’d be interested in seeing it all the same!

    Liked by 1 person

  4. I’d suggest the following changes:
    * Acrobatics to DEX
    * Swimming to CON (its more about endurance)
    * Climbing TO STR
    * Running to CON (its more about endurance)
    * Split Health and Healing. Health (personal) stay in CON but Healing (others) to INT or WIS
    * Willpower to WIS or CHA (Con is about the body not the mind; WIS is the classic spot but CHA is also about Force of Personality which Could cover willpower)

    Like

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