Just wanted to throw up an awesome little alternate system I thought for attack bonuses and skills. As some of those who have seen my house ruled little m20 base attack is a percentage based on class and skills as a level percentage are used. This idea gets rid of further calculations and also incorporates a bell curve without replacing the d20.
Skills
When characters take actions the experiences and skills they have acquired over time can be as important (or more) than their raw abilities. There are 4 categories of “skill” based on a percentage of a characters level. The bonus used when making checks depends on which skill level applies to the task in relation to your experience.
1. Expert: roll 3d20 dropping the lowest. This level of skill applies to areas that a character has devoted nearly all of their effort to mastering. Most characters will either never or very rarely be able to apply this level f skill.
2. Skilled: you roll 2d20 dropping the lowest. This applies to the areas that relate to the most common activities associated with characters specialties.
3. Novice: roll 1d20 on skill checks. This represents something that you have some capacity in albeit to a limited degree.
4. Untrained: you are completely untrained and roll only 2d20 dropping the highest on skill checks.
Attack Bonuses
Attack bonuses continue to be ranked at level + related attribute but based on your class you roll a certain number of d6 like skills. The following attack bonus modifiers apply to each class.
- Fighter
- Melee: roll 2d20 dropping the lowest.
- Range: roll 2d20 dropping the lowest.
- Magic: 2d20 drop the highest.
- [Optional: You may choose to be a specialist and reduce either range or melee to 1d20 to increase the other to 3d20 keep the highest.]
- Rogue
- Melee: roll 1d20.
- Range: roll 1d20.
- Magic: roll 1d20.
- Cleric
- Melee: roll 1d20.
- Range: roll 1d20.
- Magic: roll 2d20 dropping the lowest.
- Magi
- Melee: 2d20 drop the highest.
- Range: 2d20 drop the highest.
- Magic: roll 3d20 keep the highest.
So the goal here is to create a super easy way to give clear benefits to players in certain areas based on their class while decreasing the amount of accounting needed. I am pretty excited to try this out myself but would like peoples opinions on the following:
- Criticisms
- Experiences
- Ideas
- Misc. Thoughts


