[d20house]

Skills

Skill Changes

Class Skills

Since the skill list changed a bit (6 crossed off the character sheet; 6 made 1/2 price; 2 dependent on another skill's ranks) and a few tweaks (Craft and Knowledge, mostly), here's how the class skills work out. Those marked ½ are half priced.

SKILLAbilityBrbBrdClrDrdFtrMnkPalRgrRogSorWiz
BluffCHACCC
Climb½STRCCCCCCC
ConcentrationCONCCCCCCCC
Craft½INTCCCCCCCCCCC
DiplomacyCHACCCC
Disable DeviceINTC
Escape Artist½DEXCCC
Gather InformationCHACC
Handle AnimalCHACCCCC
HealWISCCCC
HideDEXCCCC
IntimitdateCHACCCCC
Jump½STRCCCCCC
Knowledge: ArcanaINTCCCC
Knowledge: DungeoneeringINTCCC
Knowledge: GeographyINTCCCC
Knowledge: HistoryINTCCCCC
Knowledge: NatureINTCCCC
Knowledge: PlanesINTCCC
Knowledge: ReligionINTCCCC
Knowledge: SocietyINTCCCC
ListenWISCCCCCC
Move SilentlyDEXCCCC
Perform½CHACCC
ProfessionWISCCCCCCCCCC
SearchINTCC
Sense MotiveWISCCCCC
Sleight of HandDEXCC
Speak LanguageINTCCC
SpellcraftINTCCCCC
SpotWISCCCC
SurvivalWISCCCC
Swim½STRCCCCCCC
TumbleDEXCCC
Use Magic DeviceCHACCC
SKILLAbilityBrbBrdClrDrdFtrMnkPalRgrRogSorWiz

Buying Skills

Only Spellcraft is a "Trained Only" skill. For all others, anyone can try anything.

½-price skills: Each rank in these skills gives a +2 rather than +1. Or, if bought cross-class, each rank gives a +1 rather than +½. Normal lvl limits apply (so can only buy 1/2 number of ranks than normal).

Skill synergies: Ignore those for skills that no longer exist or for skills that are based on each other's ranks. Also:

Skill Checks

The rules (especially for skills) should be viewed as guidelines for offline reading. Rather than getting out an imaginary ruler to decided just how wide the chasm is, just estimate the DC difficulty: "yeah, pretty wide... worse than your normal little chasm... DC20." (See DM Fiat.)

Think of DCs in steps of 5. If there's some external circumstances, use +/-2 modifiers (+/-5 if they're significant): "The chasm edges are pretty crumbly though (+2), so DC 22." If you're not sure, call it DC15 and move on. If there's damage taken or spell levels involved, maybe add them to the DC.

Here are some sample DCs and how difficult they are for your average peasant (someone with a +0 modifier on the roll).

Difficulty (DC)Examples
Very easy (0)Your average peasant would have to be impaired not to get this, even while completely rushed and distracted: Notice something large in plain sight
Easy (5)Your average peasant might have a little trouble with this if rushed, but even then is unlikely to fail badly (ie, might get stuck but won't fall); otherwise, piece of cake: Climb a knotted rope
Average (10)Your average peasant could do this easily as long as he can focus on the task: Hear an approaching guard.
Tough (15)Touch-and-go for your average peasant--he'll get it right after a few tries (or will get it right the first time 25% of the time): Rig a wagon wheel to fall off
Challenging (20)Your average peasant could achieve this given enough time (assuming failure along the way isn't a problem), but only barely: Swim in stormy water
Formidable (25)Completely beyond your average peasant, no longer how long you give him; a young hero might barely be able to get it if given plenty of time: Open an average lock
Heroic (30)No peasant or fresh young adventurer is ever going to make this; this takes major skill, magic, or multiple levels (and probably all three): Leap across a 30-foot chasm
Nearly impossible (40)Strains the abilities of even the greatest of legendary heroes: Track a squad of orcs across hard ground after 24 hours of rainfall

Remember too the outcomes table.

Skill Help

Averaging: Often, a task seems to involve 2 skills relatively equally. In this case, average their modifier (rounding down) and apply that to a single the roll. This averaging is usually designated using a x. Some examples:

Complex checks: And sometimes a job requires a few different skills, but with different outcomes depending on which skill fails. In this case, separately roll one skill and then the next. These are written with a &. For example:

Last resort: If all else fails, and none of the skills quite seem to cover the task, call for an ability check.