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→Skill Bonus Changes: cleanup and editting - made +/-2 circumstance bonus an explicitly retained modifier, and codified the removal of masterwork skill items
==Skill Bonus Changes==
===Bonuses from Racial Abilities===
===Bonuses from Class Features===
Some class features offer bonuses to skills outright. These suffer the same issues as the old skill items and need to be dropped entirely or rewritten into a form similar to the new skill items. Granting free ranks in a skill is generally not a good idea, but a competence bonus, reroll ability, or similar minor adjustment is perfectly fine. Suggestions for replacement abilities appear below.
===Bonuses from Feats===
There may be some published or homebrew feats that provide larger bonuses than the core feats referenced here. You're welcome to continue to use these feats, but they should only provide a non-stacking +3 competence bonus just like everything else.
===Replacements for Inappropriate Racial, Class, and Feat Skill Bonuses and Abilities===
While it is impossible to cover every published scenario, some guidelines and suggestions for how to replace the abilities flagged as inappropriate is very are useful. Here are some general guidelines and suggestions to replace these abilities in your game:*If a race or class grants a +5 or greater jump bonus, you should replace it with a +3 competence bonus to the skill and a total jump distance bonus equal to half the previous bonus. For example, if a race granted a +30 jump bonus that would be replaced with a +3 competence bonus and a +15' jump distance bonus.
*If a class feature would grant between +1 and +4 bonus to a single skill, like the ranger's favored enemy ability, replacing this with a flat +3 competence bonus would be appropriate. If a class feature grants a small bonus to multiple skills, allowing the character to select one +3 bonus for each full or partial +4 bonus granted by the class would be appropriate.
*If a class feature would grant more than a +5 bonus to a single skill (except Jump, which is described below), replacing that bonus with a flat +3 competence bonus and a number of rerolls would be appropriate. In general, 1 re-roll per minute per 2 points over +3 is appropriate (so 1 at +5 or +6, 2 at +7 or +8, etc.).
*If a class feature would grant the ability to "take 10" on a skill under pressure, adding that you may "take 12" without increasing the time involved when you have 4 more ranks than the minimum for a skill ability would be appropriate.
*If a class feature would grant a skill use change that is already duplicated in the new skills, like an ability that doubles jumping distance or allows a character to climb at full speed for 1 round, replacing it with a granted re-roll when using the skill ability in the indicated fashion would be appropriate. Alternately, you may replace the ability with a "your minimum roll is X" ability, where X is between 8 and 12 depending on the strength of the ability.
===Bonuses from Items===
===Bonuses from Spells===
{{Sidebar|Why no skill spells?|The main problem with these sorts of spells is a thematic one. Spells are supposed to just ''do'' things that the truly skilled can attempt with a lot of practice. The revised skills don't even do anything that spells don't already generally do anyway, though we have tried to make them go about it in a different fashion. There Since there already is substantial overlap between skill abilities and spells, so making a spell that grants skill abilities just dilutes the feel of the individual systems for no benefit.
The secondary issue is a value one. It is extremely difficult to cost both variable and fixed skill bonus spells appropriately because of their effects, and that makes it hard to place in the right spell level. If you place it too low, you have a low level spell that turns low level actions into high level actions. If you place it too high, you have a high level spell that no one casts because it doesn't do anything they can't do with other spells already. Deciding what spell level these sorts of things belong at is generally not worth the effort.
===Bonuses from Attribute Boosts and Enhancements===
The above topics cover the most common direct skill bonuses and at least offer suggestions on dealing with the more unusual cases. But it doesnthey don't talk about indirect bonuses at all, like the bonuses you get from the attributes that you will be increasing as you level. Between +6 enhancement bonuses from items and +5 inherent bonuses from wishes or books and +5 more from simple levels, you can get an extra +8 bonus on an attribute modifier (or more) fairly easily in some games. And in other games, you never see even half of that. This isn't as large a modifier as you used to get from skill boost items, but suffers all the same problems of deciding whether to expect it in the base DC or not.
Unfortunately, because of large variances in when these stat jumps hit and by how much they grow, this isn't really something we can plan around. And removing these stat jumps from the game entirely isn't a particularly workable solution for a large number of play styles. The best that can be done is to point out that we do not assume '''''any''''' large attribute boosts in our base DCs, because we don't want attribute boosters to be necessary to get reasonable use out of your skills at higher levels. Since that still leaves holes out there for some play styles, we have included several suggested solutions to the potential problem for use in your own games.
====Option - Scale DCs====
====Option - Cap Attributes====
If you don't want to scale the DCs but you also don't want to worry about players using higher level skill abilities more reliably than expected, you can simply put a cap on their attributes or the attribute bonuses that can be applied to skills. We recommend setting the limit at 20 + their racial attribute modifier for each attribute, and just using whatever that modifier is if you're going to cap skill adjustments and not attributes entirely. For races in the SRD, this gives a maximum range of 18 to 22 on attributes, or a +4 to +6 bonus. This That gives players some room for growth, but since these numbers are within expected ranges they will work with the skill ability DCs over all levels of the game. It also pushes players to grow multiple attributes, as they begin to see the combination of attribute boosters and attribute ceilings causes diminishing returns for continued attribute investment after a point and would get a larger benefit out of raising a different attribute.
====Option - Do Nothing====
If your games don't involve large, universal attribute boosts or you don't care if higher level attribute focused characters get better results more reliably on their shiny new high level abilities than they did when they got their lower level skill abilities, then you don't need to do anything at all. The DCs listed in the skills chapter should serve you just fine; you probably won't see major divergence from the expected success rates until higher levels anyway.{{Underbar|Hey, what about synergy bonusesWhy all these skill bonus changes?|Synergy In the SRD skill system, you need huge bonuses exist to give get meaningful effects out of your skills. It is not uncommon for characters to gain as large a bonus from an item as they do from ranks, and then stack on a reason class feature bonus, masterwork item bonus, and a racial bonus. Those who really need a couple of extra points can even burn a feat for a it. The inclusion of all of these different bonuses would make it difficult to take similar sets meet our reliability goals. If we account for them and expect them, then you ''need'' a skill item or class feature or assorted other things for ''all'' of the skills and only work that you care about. Without them, or without whatever level of them we decided to account for, you won't be able to meet the higher DCs that we would need to set to provide larger bonusesaccount for them. Since thereAnd if we don't account for them, or don't account for enough of them, then a large bonus destroys the balance we's no reason ve put in this work to push people into taking similar sets place for these unlimited use abilities. Since neither of skills and these options is actually workable or interesting, we are really concerned about stopping people from decided to strip the stacking and large bonuses up where they cause problems, we left them outinstead.}}
==Converting to the Tome of Prowess==