Skill20
From ColdWiki
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Version Information
skill20 is still under development, and thus is not expected to be a finished product. As such, it is given a version number less than 1.0, and rules are expected to change more frequently. Furthermore, due to the nature of the Wiki format, modifications are of a somewhat fluid nature. In lieu of these factors, skill20 should be considered to be of a version combined from a version number, and a date of access. The version of skill20 listed here is known as v0.3.
Major Changes from v0.1
Coming soon.
Overview
The brainchild of ColdDragon, skill20 is an attempt to reform the d20 system to be more flexible, and more responsive to how a character is actually played. Also core to the goals of skill20 are to reduce downtime due to character leveling, and to remove generic experience from d20, replacing it by hashes tied to particular skills and stats. skill20 is therefore compatible with d20 in most ways; it is a set of modifications to d20 and not an entirely new system. Any spells, items and rules from d20 may be used in skill20 with attention to the appropiate modifications to the rules.
Note that some of the items make references to Aldûr. This is because skill20 is in development, and is being playtested in an Aldûr campaign setting.
Modified Rules
New Terms
Trivial DCs
No hashes of any type are awarded for any roll upon which a natural 5 or lower would result in a success. Such rolls are called 'trivial', and may never result in the accumulation of hashes.
Hashes and Advancement
For skills, ability scores, and base attack bonus, saving throws and caster levels, when you gain enough hashes, the relevant score increases by one point. This is added to the base value (ranks for skills, base save for saving throws) for the ability. This increase is in the same manner as 'leveling up' in standard D&D, i.e. these are normal, nonmagical increases to the ability. The rules for increasing hit points are different, and detailed in their own section.
Advancement
Skill Ranks
All skills have a base rank cost of 10 hashes for each of the first 10 ranks, then 20 for each rank thereafter, with the exception of the first rank, which requires 20 hashes. A hash is awarded for a non-trivial success (see Trivial DCs) on a natural 15 or above, with two hashes awarded for natural 20s. If you are being trained by someone with at least five more ranks than you, all successes grant double hashes. These hashes required to gain a rank are decreased by the character's Learning Modifier, which consists of their Intelligence modifier plus any applicable racial bonus. If not specified in the table below, assume a bonus of +0.
| Race | Learning Modifer Bonus |
|---|---|
| Human | +1 |
| Nef'Ausher | +2 |
Ability Scores
Each ability score increases with each 10 hashes until the ability reaches 20, and with each 20 thereafter. All stats gain a hash from two events. First, an ability check will grant a hash in the ability score used. Second, if you gain a rank in a skill for which the ability score grants a modifier (such as Intelligence for Knowledge skills or Constitution for Swim), you also gain a hash towards the related ability score.
In addition, the following events also grant stat hashes:
- Strength: Every 10 points of physical damage dealt.
- Dexterity: Increase in base Reflex save.
- Constitution: Every 20 hits received (critical hits count double) or increase in base Fortitude save.
- Intelligence: Increase in associated caster level.
- Wisdom: Increase in associated caster level or increase in base Willpower save.
- Charisma: Increase in associated caster level.
Base Attack Bonus
The Base Attack Bonus increases with each 10 non-trivial hits landed up to +10, and for each 20 such hits thereafter.
Saving Throws
Each saving throw receives one hash for any non-trivial success, and two for any non-trivial critical success or non-trivial critical failure.
Hit Points
In any single battle, you gain one hit point if you received any damage, an additional hit point if you lost more than half your maximum HP, and a third if you had zero or less hit points, at any point in the battle. In addition, after each 10 HP gained, the character's gains their current Constitution modifier in hit points. This is in substitute for the standard bonus for gaining your Constitution modifier each Hit Dice, since Hit Dice are not used in this system. On the character sheet, there are spaces both for base hit points as well as those granted by Constitution modifier.
Caster Levels
A caster increases in caster level after casting a number of spells equal to the following formula:
Required Castings = (Highest Level Spell Castable + 1) * 5
Note that the hashes granted apply towards the spellcaster levels that grant the spell slot or per day used. That is, you only gain hashes towards your wizard spellcaster levels if the spells cast are from your daily allocation of wizard's spells per day, even if another class also grants knowledge or access to the spell.

