Skills and Tool Rules

Proficient Help Action

Characters can only perform the help action on activities on which they are themselves proficient in.

No passive Checks or Take 20

Remove the option to take 20 minutes for an automatic success or fall back upon a static passive score. Passive perception instead can be used to gauge actions that the characters could generally just auto-succeed on or who out of the group would generally notice the hook or environment detail you want to bring attention to.

Ability Score Swapping

Increased kit bashing of skills with attributes to promote creativity and problem solving from the group. this should be done to make the rolls more dynamic and to allow players to create the story around their use. Players must describe within the context of the story why they are making this situational change. You can only do this if you are proficient in a skill.

Examples

  • Strength-based Investigation Check – smash through stuff looking for something.
  • Constitution-based Survival Check – holding one’s breath to navigate through an underwater cavern
  • Charisma-based Religion check – convince someone to follow the deity to serve

A character can heal wound points with Hit Dice as well. To do this all Hit Points must be healed. They expand one Hit Dice and one use of a Healer’s kit. Someone who is proficient in Medicine must make a Medicine check DC = (10 + Wound points lost). If this roll is successful, they recover 1 point.