Skills in D&D 4e – Some Simple Math

I was looking through this thread on the wizards forums and it got me thinking about skills in D&D 4e again. The thread was started in response to the Dragon article by Mike Mearls about Item Rarity. One of the complaints some people mentioned was that with new item rarities, players are basically restricted to minor stuff that give skill bonuses. Thus, skill DCs for skill challenges and other checks will be even crazier and wacky as players fill their slots with skill boosting items.

The thing is, skills have already been like this! Between training, ability scores, backgrounds, racial bonuses, powers, and items, the range of skill modifiers is way to wide to really work for any given DC. The only thing that is really sure is that the current DCs are too low!

Some simple numbers to illustrate my point:

Level 1 Character:

  • Unskilled Diplomacy Modifier with Charisma stat of 8: -1
  • Diplomacy trained with Charisma of 10: 5
  • Diplomacy trained with Charisma of 20: 10
  • Diplomacy trained with Charisma of 20, racial bonus to diplomacy, and background that boosts diplomacy: 14
  • Diplomacy trained with Charisma of 20, racial bonus, background, and skill focus: 17
  • Diplomacy trained with Charisma of 20, racial bonus, background bonus, skill focus, and Bard Power Majestic Friendship: 22!

That’s all without a single item. Throw in a modest item bonus (more prevalent at higher levels), and you can climb to the mid 20s! Things get worse at higher levels where primary stats increase (widening gap between primary and unimproved skills), item bonuses get better, feats become more prevalent, and skill boosting powers become a little more common.

Granted I used Words of the Friendship in that example for a cheap boost to Diplomacy. But similar powers exist for other classes. Offhand, I can think of the Paladin’s Astral Speech (+4 to diplomacy for an encounter) and Disguise Self (which gives a +5 bonus to bluff checks to keep up a magical disguise).

Where would one even put a DC for a skill that would be at all reasonable? Even if you use Mike Mearl’s suggestion in a previous Dragon article of increasing a DC  by 10 for a truly awesome result in a skill challenge you still run into players who are basically auto succeeding at the higher skill modifiers (though it’s probably still a good way to mix  up skill challenges). And even when things are pretty reasonable, a +4 bonus which is pretty easy to get from race and background is a full 20% better than someone else who merely has a maxed out ability score and a trained skill. Imagine if some people routinely had a +4 bonus on attack rolls (with no comparatively higher defense to compensate)? It would really screw up the system!

I don’t think the huge gulfs in possible skill modifiers totally breaks skill challenges and skill checks. It just means they require A LOT more DM fiat. When I run skill challenges, I usually up the DCs on the chart by 5 or so levels and even then tend to stick with the high DCs for most checks. I try to make every success or failure mean something, so that each check has tangible rewards for success and failure. Thus, even if success is pretty much guaranteed overall, a possibility of a failed check still has consequences. Finally, I often offer different tiers of challenge, similar to Mearl’s idea of upping a challenge by 10. So a moderate DC might merely contribute to the skill challenge, a hard DC will have a minor benefit beyond the challenge, and an extra challenging DC will have a nice reward.

Handling skill challenges in this way makes them workable and quite fun, but they do lack the punch of sink-or-swim combat where you can really let loose against the players after setting everything up. So for the time being it looks like skill challenges will remain the side course instead of the meat and potatos of D&D.

4 Responses to “Skills in D&D 4e – Some Simple Math”

  1. paul paul says:

    The fix for skills might be to roll a d40.

  2. […] chart to run with. I've been using the rule of thumb of 10-15-20 plus half level, but because of issues with 4e skills, my system does give trained PCs a lot of gimmes at high levels. I guess I'll give the new DC […]

  3. Heyder says:

    You are wrong. “Don’t combine bonuses of the same type to the same roll or score. If a creature has two bonuses of the same type that apply to the same roll or score, use the higher one. For instance, if a character has a +2 por bonus to attack rolls and gains +4 power bonus to attack rolls, the character has a +4 power bonus, not a +6 power bonus.

    Armor bonus: granted by armor, this bonus applies only as long as creature wears the armor.

    Enhancement bonus: Improves attack rolls and damage rolls. And adventurer can benefit from a magic weapon, magic armor, and a magic cloak at the same time, since their enhancement bonuses add to different rolls or scores.

    Feat bonus: granted by a feat, this bonus applies only as long as a creature has the feat.

    Item bonus: granted by a magic item.

    Power bonus: granted by powers and class features, power bonuses are usually temporary.

    Proficiency Bonus: Gained from proficiency with a weapon.

    Racial bonus: granted by a racial trait.

    Shield bonus: granted by a Shield.

    Untyped bonuses: Some bonunes have no type ( a +2 bonus, for instance. Untyped bonuses from the same named game element ARE NOT cumulative. I think that you can only benefit from: training the skill + a racial bonus (or a background bonus, or skill focus). The rule is that instead you have Training (+5)+ Racial bonus (+2)+ Skill Focus (+3)=+10, you have: Training (+5)+ Skill Focus (+3)=+8 (and you can’t benefit from racial bonus or background because skill focus is higher). And you can choose benefit from background or racial but not both at the same time (they are the same type of bonus).

    All of this, is in the: 4e Essentials Rules Compendium

  4. I don’t have the book in front of me, but from what you copy/pasted, I think you are misreading it. I believe same named game element literally refers to the same literal source of bonus. So for example, if drinking some potion gives you a +2 bonus to sneak for some reason then drinking two potions wouldn’t give you a +4 bonus. But a +2 bonus to a skill from your race and a +2 bonus from a background come from different sources, so they stack just fine.

    Also, Skill Focus gives a feat bonus so it would definitely stack with an untyped bonus.

    This D&D wiki agrees with my interpretation: https://dnd4.fandom.com/wiki/Bonus

    Relevant text:

    “The type of bonus is important. There are feat bonuses, racial bonuses, power bonuses, etc. Any bonus that isn’t specifically given a type is an untyped bonus.

    Why does this matter? Because bonuses of the same type do not stack! The only exception to this is untyped bonuses, which always stack (even with each other). If you have multiple bonuses of the same type, you only get to use the highest one.

    Untyped bonus: Some bonuses have no type, and usually stack with other bonuses. Untyped bonuses from the same game element (such as a power or a feat) do not stack with itself.”‘

    In any case, we’re really niggling over a +2 bonus here, which isn’t nothing, but the main point stands that skills in D&D 4e have such a massive range it makes it tough to treat them as seriously as you do rolls in combat, where most played falls within a few points of each other and there is more significant variance (whereas skills have a lot of auto lose or auto win situations).

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