The Swords & Wizardry game is going well and as you may remember I did a whole home brewed skill system. But when the dice met the table, I wasn’t that happy with it. The characters just felt too incompetent at low level. The math seemed to work but like I said I wasn’t totally happy with it. So I brainstormed a little more and came up with a little tweak to it. And you know I love tweaking rules.
The system remains basically unchanged. See the Attack Save Cheat Sheet. The only differences are how the skills bonuses are figured and reduce the Skill “Save” by two.
NOTE: What I’ve been doing for monsters and NPC’s is that if it was “good” at something then there’s advantage on the roll, if they were “bad” at then disadvantage. You know like 5E. Remember, one of the axioms of old-school gaming. Monsters and NPC’s don’t have to follow the same rules as player characters. So for the player characters:
Appeal (CON & CHA): Seduction, Dancing, Performance.
Athletics (STR & DEX): Climbing, Jumping, Acrobatics, Swimming, Grappling.
Banter (INT & CHA): Fast talking, Haggling, Diplomacy.
Healing (WIS & DEX): Treating Wounds, Diagnosis.
Instinct (WIS & CHA): Detecting Secret Doors, Avoiding Surprise, Searching, Detecting Lies.
Tinker (INT & DEX): Building Things, Locks & Traps, Anything Mechanical
Skullduggery (DEX & CHA): Picking pockets, Disguise, Deception, Sleight of Hand
Stealth (DEX): Moving Quietly, Hiding, Blending Into The Crowd.
Survival (CON & WIS): Tracking. Foraging
Wits (INT & WIS): General knowledge, Education, Lore
A character gains +1 to the starting score if either of the linked Attributes below are above 13. The starting score is further modified by Race and class as below (This part has remained basically unchanged):
Assassin: +2 to three of the following Appeal, Athletics, Banter, Instinct, Skullduggery, Stealth, Tinker. +2 to any skill check involving poison.*
Cleric: +1 Wits or Healing
Druid: +1 to any skill check involving Nature if WIS above 13.*
Fighter: +1 to two of the following: Athletics, Survival, or Instinct.
Magic-User: +2 to any skill roll related to magic and arcane lore.*
Monk: +1 to Athletics, Instinct, and Stealth.
Paladin: +2 Bonus to any skill check pertaining to Demons and Undead.*
Ranger: +2 Instinct or Survival, gain +1 in the other. Also, +1 to Athletics and Stealth.
Thief: +3 to three of the following: Athletics, Banter, Instinct, Skullduggery, Stealth, or Tinker. +1 to the others.
Racial Bonuses (Yes, I’m using more races in home game but this gets you started):
All player characters gain +1 to skills of choice.
Humans: +1 to three skills of choice.
Elf: +1 Wits or Instinct.
Dwarf: +2 to any skill roll involving Stonework.*
Half-Elf: +1 Allure or Banter.
Half-Orc: +1 Athletics or Survival.
*These are not bonuses to a specific skill, only a bonus to a skill under the right conditions.
Roll a d20 add the skill modifier.