Nov 252011
 

When I started to think about skills for the Home Brew Hack, I looked at a lot of games. The modern system used by Pathfinder/3.X, 4th Ed and Star Wars Saga Edition, Swords & Wizardry and the Castles & Crusades just to name a few. But this was a case where I decided simpler was better, so decided to take up Lamentations of the Flame Princess for inspiration.
In case you don’t know, the Lamentations skill system runs off a simple X in d6 system.  So if you have a 2 in a skill, on a roll of 1 or 2 on a d6 means you succeed.  Simple and to the point. But since this all about home brewing, hacking and tweaking, I just couldn’t quite leave it as is.
The first thing I looked at was which die to use. The d6 is clean and simple and looks really cool on a character sheet but I wanted something with a wider range so there’s more room for the characters to grow and more differentiation between the characters. The first knee jerk response was use a d20. Well, I nixed that.  Just on some sort instinctual level, I decided on using a d12. Hell, we really should use d12’s more often. Using a d12, also allows for a better variation on starting skills and an easy way for class skills by having the starting skill score equal to an appropriate Ability Modifier.
But that’s not all. I decided to try to keep a simple and short skill list: Academics, Arcana, Climb, Disguise, Healing, Lore, Locks, Perception, Sleight of Hand, Stealth, Survival and Traps. Additionally, players may add Wild Card Skills (like from the Unisystem). That’s basically some sort of other skill that isn’t covered by the list. Good examples of this are the Trade, Profession and Craft type skills. But there’s another trick here, too. Custom skills for classes. Instead of some class abilities being X number times or rounds per day just make them skills. A successful check means the ability activates.  Prime examples would the Barbarian’s Rage or the Paladin’s Smite.
Getting better at skills.  I decided to bend the rules again here. We roll randomly to see how tough a character is.  So why not roll to see how much a character has learned. It breaks down pretty simply. Low skilled characters gain 1d3 skill points per level, the skilled characters would get 1d6.  This starts at 2nd level. First level characters get their starting skills plus any modifiers for race or any other house rules (like backgrounds or life paths).  A skill can be only raised by one point each level.
What if you have a 12 in a skill? Just like in Lamentations, if you max out on a skill you can still fail. If you have a 12 in a skill you can still fail. If you roll a 12, you roll again and will fail if you roll another 12.
Opposed Rolls:  The prime example of this is Stealth versus Perception. And once again, I’m trying to keep things simple. Both characters roll. The one with the higher roll and is still successful wins. Simple.
Here’s how a Rogue looks from my perspective:
SKILL POINTS PER LEVEL: d6
STARTING SKILLS: Academics (1), Climb (Dex Mod), Disguise (Cha Mod), Healing (1), Locks (Dex Mod), Lore (1), Perception (1), Sleight of Hand (Dex Mod),  Stealth (Dex Mod), Survival (1), Traps (Int Mod).
And if this is your first time checking out the Home Brew Hack posts, this is very much a work in progress and feel to critique.

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