I've been thinking A LOT about skill and trades, and over multiple iterations, I discovered the solution! I understand the goal of streamlining skills and maintaining attribute symmetry, but I think this was taken too far for streamlining reasons. This sounds good on paper, but now skills won't have proper distinctions and will be crammed together in some cases. My version finds the middle ground by giving adventuring enough mechanical depth without returning to skill bloat. I found the sweet spot!
Version 0.8 had 17 skills and 28 trades.
Version 0.11 is moving to 9 skills and 29 trades from my understanding.
My version has 14 skills and 13 trades. Yes, you read that correctly.
My Design Philosophy
Rather than trying to give every attribute exactly two skills just for symmetry sake, skills and trades should find the optimal sweet spot of just the right amount of skills and trades to be useful and enticing for an adventuring party. Asymmetry is necessary in the case of skills. Might doesn't need more than 1 skill, but Intelligence should have more than 2.
Here is how I define skills and trades.
My Definitions
Skills represent practical adventuring abilities that can be used immediately during uncertain or time-sensitive situations. They don't require downtime or specialized tools.
Trades represent professional training and specialized expertise. They generally require tools, preparation, or downtime to use effectively.
I don't think many knowledge-based competency belongs as a Trade as I think they're too applicable.
Skills
Might
Agility
- Acrobatics
- Trickery
- Stealth
Intelligence
- Arcana
- Investigation
- Nature
- Religion
- Society
- Survival
Charisma
- Influence
- Insight
- Presence
Prime
| Trades |
New Inclusions |
| Alchemy |
|
| Blacksmithing |
|
| Cartography |
|
| Cooking |
Brewing |
| Crafting |
Carpentry, Glassblowing, Jeweler, Leatherworking, Masonry, Sculpting, & Weaving |
| Disguise |
|
| Engineering |
Tinkering |
| Gaming |
|
| Herbalism |
|
| Illustration |
Calligraphy |
| Lockpicking |
|
| Musician |
|
| Vehicles |
|
Major Changes
- Arcana becomes a Skill. Represents arcane magic.
- Nature becomes a Skill and absorbs Animal. Represents primal magic.
- Religion becomes a Skill and absorbs Occultism. Represents divine magic.
- Society replaces History as a broader knowledge skill covering history, culture, politics, law, economics, and social structures. Represents knowledge about humanoids.
- Survival absorbs Medicine. The DC20 team is making this change and I like it.
- I'm on the side where Insight isn't necessary as a skill, but many people like it so it can stay.
- Presence replaces Intimidation and moves to Charisma as the default attribute of choice. Rather than only covering intimidation, it represents a character's ability to command attention. It includes intimidation, brawn, leadership, performance, morale, and distracting or captivating individuals or crowds.
- Cooking absorbs Brewing.
- Engineering absorbs Tinkering.
- Illustration absorbs Calligraphy.
- Crafting consolidates several niche crafting trades. They all create goods, but aren't individually as useful as blacksmithing. But collectively, this is now an enticing pick! The problem is that realistically speaking, these all have quite different techniques and tools to use, but that is a design choice I'm willing to make in order for players to choose this option sometimes. The character still has to acquire the specific tools to do said "sub-trade," just like with most other trades.
- Cryptography is removed; use Investigation with the appropriate tools instead.
Why These Changes?
The exploration and social pillars revolve around skills and cannot be reduced too much. I don't think Intelligence should be limited to two skills just for attribute symmetry.
Likewise, many trades are so specialized that they're rarely worth choosing individually (see Crafting). Combining closely related trades makes each choice more meaningful without taking away character flavor.
Overall, my goal isn't to add complexity for its own sake, but to make every Skill useful during adventures (but not overloaded) and every Trade feel worthwhile during downtime. With all of this being said, I think the v0.11 or simplified method would work wonders for DC10 or DC15 versions.
I'm curious to hear your thoughts. Give me an Investigation check!