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House Rule on Skills

by Christopher Cherrington

I'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?