Difference between revisions of "Balanced Skills (3.5e Variant Rule)"

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As one can see from the graphs below, this variant fulfills its goals impressively. The standard Random Number Generator of the d20 is 1-20 as can be seen below. If one assumes that one usually needs to roll an 11 in order to succeed at comparative skill checks (succeeding 50% of the time), and one also assumes that one rolls 10.5 on average, then getting a bonus of 10 from miscellaneous sources can completely push one off of the RNG. This also comes into play when one looks at the chance a fighter at level as low as five has of seeing a rogue who's sneaking around; due to the great difference in their checks, the fighter has virtually no chance of seeing the rogue.
 
As one can see from the graphs below, this variant fulfills its goals impressively. The standard Random Number Generator of the d20 is 1-20 as can be seen below. If one assumes that one usually needs to roll an 11 in order to succeed at comparative skill checks (succeeding 50% of the time), and one also assumes that one rolls 10.5 on average, then getting a bonus of 10 from miscellaneous sources can completely push one off of the RNG. This also comes into play when one looks at the chance a fighter at level as low as five has of seeing a rogue who's sneaking around; due to the great difference in their checks, the fighter has virtually no chance of seeing the rogue.
  
This system fixes that due to the wider range of numbers before the RNG breaks. In fact, since one never has a 100% chance of succeeding at a task, the RNG never truly breaks, though for practical purposes reaches a number of dice rolled equal to six times the number of successes required, success is virtually guaranteed. However, this also means that one must be on a completely different level than the other character, having a far higher bonus or being at a far higher level than one's enemy before the RNG breaks. In this way, even characters who have a bonus that would normally break the RNG easily are going to have a chance of failing with this system, rather than no chance at all.
+
This system fixes that due to the wider range of numbers before the RNG breaks. In fact, since one never has a 100% chance of succeeding at a task, the RNG never truly breaks, though for practical purposes reaches a number of dice rolled equal to six times the number of successes required, success is virtually guaranteed (approximately 90% success rate). However, this also means that one must be on a completely different level than the other character, having a far higher bonus or being at a far higher level than one's enemy before the RNG breaks. In this way, even characters who have a bonus that would normally break the RNG easily are going to have a chance of failing with this system, rather than no chance at all.
  
  

Revision as of 09:07, 10 January 2010

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Author: Ghostwheel (talk)
Date Created: January 9, 2010
Status: Complete
Editing: Clarity edits only please
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Balanced Skills

The way skills are currently handled in D&D is truly a travesty; individuals are completely outclassed in various pursuits by others who have specialized in specific skills, a fighter is no better at jumping or climbing in armor despite the fact that he's been travelling in it for twenty levels, adventurers don't accumulate any more general experience in skills in which they do not invest, and many characters have no chance whatsoever of catching a hiding character if they haven't specialized in perception skills. This variant attempts to fix things while keeping the current state of skills relatively the same so that neither players nor DMs need make massive changes to character sheets.

How it Works

Rather than rolling a single d20 against a DC which decides whether a character failed or succeeded at the check, one has a dice pool of d6s based upon a number of things. All characters gain a base dice pool of 2d6, and another one at fifth level and every five levels hence (5, 10, 15, and so on). For every 5 modifier to the skill (rounded down), one gets another die to the check.

Example
  • A level three fighter in full plate with a Dexterity score of 10 attempting to hide would have a dice pool of 2 (base) - 2 = 0d6; the -2 comes from the fact that he's wearing armor that gives a -6 penalty to his hide attempt, which when divided by five and rounded down comes out to -2 dice. In this case, the fighter would have no chance of hiding whatsoever, though at level five he would gain one more die, allowing him the chance of hiding successfully.
  • A level ten rogue with a +22 modifier to hide would have a dice pool of 2 (base) + 2 (level 10 character) + 4 (modifier) = 8d6.

The number of successes is equal to the number of 5 or higher rolled on the six-sided dice. In general, tasks of a DC 15-24 take a single success, 25-34 two successes, 35-44 three successes, and so on. If a character gains more successes than needed, the DM should allow them to gain an extra benefit; for example, if a monster is invisible and a character rolled two extra successes over what's required, the monster might be denied its concealment bonus for a round or three at the discretion of the DM

In the case of opposed checks, use the "defender's" modifier as a basis for the number of successes required as detailed above; so for example, in a bluff vs. sense motive situation, the one using sense motive would set the number of successes required, while in a case of hide vs. spot, the one using spot would set the number of successes required. In such cases, take the "defender's" modifier and add 10 for the DC that one derives the number of successes needed to beat.

The "DM's favor" rule of +2 in the old system is replaced with simply granting another die. Other conditions might also give extra dice; for example, Invisibility might grant two extra dice to one's hide check. For every three characters that assist a character (rounded up), that character may add another die to the pool.

Tome of Prowess

Tome of Prowess, a revolutionary new sourcebook that allows skillful characters to truly shine gives some great rules to on how skills can be expanded. When combining Tome of Prowess with the Balanced Skills variant, one may keep things relatively the same as in the explanation above with a few key differences. The base number of successes required for any skill's use is the number of ranks required divided by four, rounded up. Thus, an ability which requires six ranks would require at least two successes. Skills that have a variable DC use the above instructions.

  • If one achieves two less successes than is required, treat as though one had failed the DC by 6 or less.
  • If one achieves one less success than is required, treat as though one had failed the DC by 1 to 5.
  • If one achieves one more success than is required, treat as though one had beaten the DC by 5 to 9.
  • If one achieves two more successes than is required, treat as though one had beaten the DC by 10 or higher.

Mathematical Analysis

As one can see from the graphs below, this variant fulfills its goals impressively. The standard Random Number Generator of the d20 is 1-20 as can be seen below. If one assumes that one usually needs to roll an 11 in order to succeed at comparative skill checks (succeeding 50% of the time), and one also assumes that one rolls 10.5 on average, then getting a bonus of 10 from miscellaneous sources can completely push one off of the RNG. This also comes into play when one looks at the chance a fighter at level as low as five has of seeing a rogue who's sneaking around; due to the great difference in their checks, the fighter has virtually no chance of seeing the rogue.

This system fixes that due to the wider range of numbers before the RNG breaks. In fact, since one never has a 100% chance of succeeding at a task, the RNG never truly breaks, though for practical purposes reaches a number of dice rolled equal to six times the number of successes required, success is virtually guaranteed (approximately 90% success rate). However, this also means that one must be on a completely different level than the other character, having a far higher bonus or being at a far higher level than one's enemy before the RNG breaks. In this way, even characters who have a bonus that would normally break the RNG easily are going to have a chance of failing with this system, rather than no chance at all.


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3.5 Classes Berserker, Cosplayer, Daywalker Paragon, Iaijutsu Master, Magus Portalus, Marshal, Rage Mage, Reaper, Sharpshooter, Spellthief, Pathfinder Variant, Thaumaturge, Toxinblade, Trapsmith, Variant, Xenophile
3.5 Feats Access Divine Power, Access Divine Spells, Accomplished, Accurate Opportunist, Acolyte of the Skin, Adaptable Technique, Adjusted Accuracy, Aegis of Health, Tome, Arcane Champion, Assassinate, Augmented Thaumaturge, Barreling Charge, Bladeblast, Blood of Stone, Bolster Technique, Careful Movement, Charismatic Prodigy, Cleave, Grimoire, Close Miss, Combat Reflexes, Greater, Combat Reflexes, Grimoire, Combat Reflexes, Improved, Compensate for Size, Copy Technique, Cross-Style Training, Dabbler, Danger Intuition, Dash, Death From Afar, Defensive Roll, Defensive Strike, Deft Opportunist, Diehard, Grimoire, Distracting Barrage, Divine Stalker, Dragoon Charge, Endurance, Grimoire, Euphoric Blade, Expose Weakness, Extended Psychic Strike, Focused Energy, Fortune's Friend, Furious Blow, Gatecrasher, Gatling Spell, Goad, Greater Spellthief, Greater Spring Attack, Gripping Vise, Heavy Build, Heedful Charge, Hidden Manifestation, Hostile Mind, Improved Charge, Improved Mage Knight, Improved On Your Knees, Improved Wild Talent, Incredible Focus, Intervene, Intimidating Brute, Iron Tide, Know-It-All, Last to Fall, Living Weapon, Mage Knight, Magekiller, Tome, Mana Engine, Master Blaster, Master Creature Killer, Master of Concoctions, Metamana Fuel, Mobile Wall, Mystic Arts Synthesis, Mystic Theurge, On Your Knees, Overwhelming Blow, Penetrating Strike, Phantom Health, Pounce, Power Attack, Grimoire, Power Charge, Precise Marksman, Primal Enchanter, Psyblade, Purple Dragon Knight, Quick Reconnoiter, Ranged Feint, Ranged Flanking, Ranged Threat, Renewed Zealousness, Shadow Pounce, Sharpshooter, Shielded in Life, Short Haft, Skill Trick Mastery, Spell Cascade, Spell Parry, Spell Reflection, Spellcutting Strike, Spellthief... further results
3.5 Traits Ambidextrous, Avenger, Exceptional Luck, Hulking Brute, Mixed Blood, Opportunist, Preacher, Psychic Potential, Radical Upbringing, Raised by Wolves, Sight Without Sight, Skilled, Trapspringer, Unnatural Aura, Unorthodox Tutelage, Versatile, Void Born
3.5 ACFs Barrage Sharpshooter, Grimoire Fighter, Grimoire Paladin, Grimoire Ranger, Grimoire Rogue, Grimoire Soulknife, Grimoire Tenken, Grimoire Totemist, Psychic Soulknife, Trapspringer Bard, Trapspringer Sharpshooter, Wildmagic Thaumaturge
3.5 Variant Rules Alignments by Color, Alternative Iterative Attacks, Background-Based Skills, Balanced Skills, Balanced Wealth, Broken Shields, Capped Modifiers and DCs, Condensed Skills, Custom Weapon Creation, Dual Preparation Casting, E20, Expanded Movement Options, Failure is not the End, Grace Points, Healing Surges, Lengthened Spellcasting, Limited Spell Levels, Magical Focus Implements, Masterwork Variant, Monstrous Player Characters, New Level-Dependent Benefits, Original Race Rebuilding, Prepared Spontaneous Casting, Recharging Magic, Recharging Power Points, Refillable Potions, Rituals, Scaling Item DCs, Simplified Experience, Simplified Races, Simplified Skills, Simplified Social Interaction, Simplified Special Attacks, Stacking Ability Modifiers, Standardized Bonus Types, Taking Stock, The Edge, Turn Undead, Variant Reach, Vow of Poverty, Wounds
3.5 Optimized Builds Arcane Warrior, Basic Blaster Wilder, Basic Combat Rogue Guide, Bladesinger, Clever Critfighter, Dragoon, Eternal Blade of the Revenant, Feral Shifter, Glaive of the Dungeon Crasher, Glaive of the Hellfire Warlock, Grapplemancer, Healing Personified, Hero of Time, Knightly Charger, Low Level Nova, Machine Gun Assassin, Mindspider Infiltrator, Mobile Blender, Mobile Glaive, Nightcrawling Shadowpouncer, Psionic Monk, Righteous Rager, Sacred Fist of the Silver Flame, Shower of Arrows, Sublime Singer, Ubermount, Whirling Eater of Souls
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AuthorGhostwheel +
Identifier3.5e Variant Rule +
Rated ByHavvy + and RiverOffers +
RatingRating Pending +
TitleBalanced Skills +