Player Dice and Skill Rules

Players Roll the Dice

One of the most significant changes to this entire campaign is the rule that players will roll most of the dice. This rule was originally suggested in 3.5e, and it is something I rather liked, even back then. Using this alternate rule players roll for their own attack, defense, critical severity, saves, and virtually everything else in combat. This puts more control in the hands of the players and requires me to keep track of less numbers overall. For this to work, the following changes take effect:

  • Defenses — Players being attacked roll 1d20 + their modifiers, but do not gain the base 10 of their respective stat. An enemy critically hits if the player rolls low (within the enemy’s crit range), but the enemy critically fails if the player rolls a natural 20. Any time you could force your enemy to re-roll an attack, you instead re-roll your defense. AC, CMD, MSD, and Spell Resistance are all rolled the same way under these rules.

Assume Trey is being attacked by a wolf. Trey would normally have 12 AC, and the wolf would normally have a +4 bonus to hit. Instead, Trey now rolls 1d20 + 2 against the wolf’s attack of 15.

  • Saving Throws — Enemies no longer roll their own saving throws. Instead, players roll 1d20 + any applicable modifiers, but do not gain the base 10 DC. In the event of a saving throw with a standard value, subtract 10 before rolling and applying additional modifiers.

Assume Maria is attacking a wolf using a spell that calls for a save. The DC of this spell would normally be 10 + bonuses (1/2 CL + Casting Mod, specifically). Instead, the new DC is 1d20 + bonuses. The wolf, if it would normally have a saving throw bonus of 3, instead has a saving throw total of 14.

  • Severity Checks — Enemies no longer roll for severity checks against you. Instead, you roll 1d20, and add the result to the usual severity DC’s. For more information on severity checks, see Laying Waste — A Guide to Critical Combat.

Assume that David is critically struck by the wolf, that the wolf would have a total severity check result of 26. David rolls 1d20, and adds his result to the DC (20, 30, 40) to determine whether he takes a critical effect or not.

General Skill Rules

Skills are handled slightly differently in this campaign. Rather than calling for skill checks from every little thing, I will simply assume that players Take 10 when it is available to them. Additionally, roleplaying well can offer a bonus or penalty ranging from -4 to +4. A player may optionally roll for one of their checks if they wish to, but the result is secret (only visible to the GM). Lastly, as even calling for certain checks could potentially reveal metagame information, all opposed skill checks will be rolled in secret by the GM. These rules are meant to emphasize staying in character and roleplaying, while also simplifying routine things.

New Skills and Skill Uses

The books 101 New Skill Uses, Pathfinder Unchained, and Rogue Glory include changes to skills. Many skills get expanded functionality, while others skills are consolidate so that there is less overlap. The following is the full list of skill changes:

Acrobatics — Acrobatics (except jumping), escape artist, fly, and ride have been consolidated into a single skill using Dexterity as the base attribute. Any class that would gain any of these base skills now gets the consolidated Acrobatics skill.

Athletics — Acrobatics (jumping), climb, and swim have been consolidated into a single skill using Strength as the base attribute. Any class that would gain any of these base skills now gets the consolidated Athletics skill.

Craft: (Any) — The crafting system for pathfinder undergoes a huge change on page 72 of Pathfinder Unchained, and though it may seem complicated at first glance, it is (in my opinion) the superior system. In addition to these new rules meant to simplify crafting as a whole, the alternate rules found on page 59 of Rogue Glory are meant to open up ranger traps to all classes by attaching them to the Craft (Traps) skill, where I feel they belonged in the first place.

Engineering — This knowledge can now be used to identify constructs and unusual or unnatural construction. Engineering may also now be used to determine additional information about basic items and objects, such as how damaged or worn they are, or where their weak points are. Otherwise, Engineering retains its typical uses, including offering insight as to how certain devices function.

Finesse — Disable device and sleight of hand have been consolidated into a single skill using Dexterity as the base attribute. Any class that would gain any of these base skills now gets the consolidated Finesse skill.

Influence — Bluff, diplomacy, and intimidate have been consolidated into a single skill using Charisma as the base attribute. Any class that would gain any of these base skills now gets the consolidated skill.

Nature — Handle animal, dungeoneering, geography, and nature have been consolidated into a single skill using Intelligence as the base attribute. Any class that would gain any of these base skills now gets the consolidated Nature skill.

Perception — Perception and sense motive have been consolidated into a single skill using Wisdom as the base attribute. Any class that would gain any of these base skills now gets the consolidated Perception skill.

Performance — Disguise and perform have been consolidated into a single skill using Charisma as the base attribute. Any class that would gain any of these base skills now gets the consolidated Performance skill.

Religion — Religion and planes have been consolidated into a single skill using Intelligence as the base attribute. Any class that would gain any of these base skills now gets the consolidated Religion skill.

Society — History, local, nobility, and linguistics have been consolidated into a single skill using Intelligence as the base attribute. Any class that would gain any of these base skills now gets the consolidated Society skill.

Spellcraft — Arcana, spellcraft, and use magic device have been consolidated into a single skill using Intelligence as the base attribute. Any class that would gain any of these base skills now gets the consolidated Spellcraft skill.

Stealth — In September, 2011, the Paizo development team proposed a series of changes to the Stealth skill in order to add clarity. The changes were never finished, as the development team explained they were becoming less a clarification and more a complete re-write. On page 53 of Rogue Glory, a finished version of the Paizo team’s rework was introduced as an alternate rule system.

Survival — Heal and survival have been consolidated into a single skill using Wisdom as the base attribute. Any class that would gain any of these base skills now gets the consolidated Survival skill.

Player Dice and Skill Rules

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