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House Rule on Skills
by Christopher CherringtonI've been finalizing a house rule on skills. Allowing players to build non-weapon skills up , just the same as the Weapon Mastery rules. Instead of adding a skill slot to increase a current skill, the player takes the time to find someone to train them (exact same rules for Weapon Mastery). So crafting would be taught by a Merchant's Guild, and would require allegiance to the same guild. The levels are as follows:
Apprentice (Ap),
Junior Journeyman (JJm). [Basic]
Journeyman (Jm). [Skilled]
Senior Journeyman (SJm). [Expert]
Master (M). [Master]
Craft Master (CM). [Grand Master]
No further improvements warrant a class. Guild Masters (GM) are CM but have earned the highest rank in their guild through years of mastery, intrigue, and fame.
I've included an Apprentice level for players to choose a skill they are working on before they have the skill slot to advance it as a role-play mechanic.
Some skills I've converted to % based, to include Thief's Abilities, Ylari's Storytelling, Riding, et. For example,
Move Silently
Ap: DEX x's 1
JJm: DEX x's 2
Jm: DEX x's 2 +15%
SJm: DEX x's 2 +30%
M: DEX x's 2 +50%
CM: DEX x's 2 +1% per Level
This still gives the ability in the same range, (20-100), but does allow a boost for higher Dexterity. This also gives a higher % chance to thieves at lower levels, especially if they choose one ability to specialize in before others.
What do you think of this house rule?