D&D has never had a skill system that worked numerically as well as it should. Oh, there were plenty that good DMs could make it work by fudging numbers and outright ignoring the rules, but out of the box it’s always kind of a mess. There’s a reason for this – a mathematical tension that hasn’t been resolved.
Here are the conditions I see D&D skill systems attempting to satisfy:
- Resolution is handled by a d20, or some random number generator with a comparable range (e.g. 3d6)
- A 1st level character is basically a normal human, or at least close enough to one that they ought to be challenged by the same sort of things (that is, climbing a wall or even a rope shouldn’t necessarily be significantly easier just by virtue of being a 1st level PC instead of a level-0 or unleveled NPC)
- The contribution to a character’s skill from accomplishments (leveling in a relevant class, advancing the skill itself somehow) should generally dwarf the effects of ability scores (which are generally set at character creation), at least by a few levels in.
- Many of the classic D&D spells are assumed to become available at more-or-less the same levels as they traditionally have.
Condition 4 brings in the most obvious problems: many skills are almost immediately obviated by spells (when available); for example, traditionally the ability to Climb suffers in comparison to the 1st-level Spider Climb, the 2nd-level Levitate, and the 3rd-level Fly (with the latter two spells offering capabilities that no amount of mundane climbing generally permits). This can’t easily be brushed aside by referring to a limited spell payload or even by house-ruling away certain spells – there really is a transition around 3rd level spells (so generally around 5th level) where characters tend to break away from normal humanity in terms of their capabilities. And that’s fine, except conditions 1-3 tend to keep these borderline superhumans very much on par with normal humans, except when magic comes into play.
Ways to address this? Well…
- We can shrink the random number range (as well as target number for skill checks). An easy test for this is how you want arm-wrestling contests to work – if you handle them as a single opposed set of ability checks, how much of a Strength difference does it take before the resolution system becomes “don’t even bother rolling”? If an average-strength character (Str 10) takes on the strongest human possible (Str 18), how often should the Str 10 guy win?
- Ability checks based on the d20 system give the contest to that guy 30% of the time – so about 1/3 of the time.
- If you use 1d10 for these checks instead it happens 15% of the time
- on a 1d6 resolution system less than 3% (1/36 times)
- and on a 1d4 it never happens (to even have a chance the weaker guy would need at least a Str of 14, at which point their odds would be 1/16 – about 6%).
- You might be tempted to use several small dice to give a curved distribution (for example, 3d6 instead of 1d20). That does make outcomes like Str 10 beating Str 18 less likely…but since the range of the distribution is pretty large (16 points) they’re still possible – indeed, even a Str 3 character can sometime beat the Str 18 character at arm wrestling.
- We can negate conditions 2 and 3 just assume that PCs are substantially better at everything than normal folks. This could operate gradually, like 4E’s bonus of 1/2 character level to rolls like skill and ability checks, or could only kick in at certain tiers (so you get a +2 or something just for being a PC, and another big kick around 5th level when wizard-types can fly, and again around 9th level when death goes from existential terror to inconvenience, etc.). If the boost is a simple level-based (or tier-based) bonus it will tend to mean that PCs are hypercompetent – that they don’t have any real weaknesses compared to normal humans (not necessarily a flaw in a game like D&D); it can also reduce skill differentiation between PCs to being mostly cosmetic (if this is a flat bonus; if it instead depends on whether or not the character has some training in the skill we might just end up with a hypercompetent PC standing next to a helpless PC)
- We could, I suppose, negate a hidden assumption built in above – that modifiers accumulate 1 point at a time. If instead they come in large chunks (say, 5 points where we currently give 1) we could get the benefits of using a small die while continuing to actually use 1d20 for resolution (we might even be able to directly add an attribute score directly to skill and ability checks rather than using an attribute modifier). The downside is that this does mean dealing with larger numbers – a lot more 2-digit addition, which will slow things down if the skill system sees any real use.
I suspect smaller random number ranges are the easiest way to address this, with the smallest side effects. In fact, I specifically think using 1d4 for the skill check random number generator is the way to go – it clearly illustrates the idea that the same character is capable of entirely different things at level 5 than at level 1 (which reflects the differences that already exist due to condition 4).
