Skills

Schism uses vastly different skills rules. Here's the things to take away.

1.) Training is always better than having a high ability score.

2.) Not having a high ability score never makes training useless.

3.) Most skills are dealt with on an automatic pass basis for trained characters. Untrained characters may be able to succeed with a limited chance of success, but some tasks require skill training.

4.) Skill training is mostly used for character development.

5.) Skill training is not comprehensive. The lack of existence of a "Profession (Blacksmith)" skill does not mean your character is not trained in blacksmithing.

6.) "Interaction" skills (bluff, diplomacy, insight) function in such a way that works with the narrative, rather than disrupting it.

How it works

Every character gains a certain amount of trained skills, as normal. However, the effects of trained skills are different. A character that is trained in a skill does not apply an ability score bonus to that skill; instead, the character gets a flat +10 bonus to that skill (in addition to any racial modifiers or the like). This bonus increases to +12 at 11th level, and to +14 at 21st level.
Most "conventional" skill uses are an automatic pass/fail, rather than die roll based; note that if you can't do something on an automatic basis, you're aware ahead of time and won't waste time (or otherwise hurt yourself or others accidentally) trying to do it. However, because many combat abilities or powers still rely on actual skill modifiers, the aforementioned bonuses are used. Untrained skill modifiers work as normal.
As an example, some terrain features are more hindering to someone who isn't trained in acrobatics.

Skill Improvisation

In general, skills can be used dynamically in combat. Depending on the specific implementation of skill use, the skill can be used to gain combat advantage, cover, or concealment as a free action where appropriate, depending on the skill.
Dynamic skill use is not intended to be repetitive; any given skill may only be used dynamically once per encounter-this is per party, not per PC, so two characters can't both use acrobatics dynamically in order to gain combat advantage.
Also note that dynamic skill improvisation must be tailored to the particular circumstance. A character can't use acrobatics "to do a somersault" to get combat advantage.

Interaction Skills

Schism does not allow die rolls to override the narrative; dice do not exist to define the narrative, but rather to describe the narrative. To that end, a character cannot be convinced something is true by a very bad lie just because someone rolled a natural 20 on their bluff check.

Bluff: A character that is trained in bluff can ask the DM for advice on how to convince someone of something. Generally, this will involve the DM explaining intellectual weaknesses of the target. This doesn't mean that just following the DM's advice will result in the target believing the lie. Part of the skill of bluffing is to know when to hold 'em and to know when to fold em.
Note that bluffing functions normally with regards to combat powers and the like (feinting in combat, for example).

Insight: In many games, "Insight check!" is used as a means of derailing plots. In Schism, Insight cannot be used to determine if a character is lying-however, it can be used in order to ask if there are any immediate contradictions in a character's story that are evident given the knowledge the PC's have. Think of it like playing Phoenix Wright Ace Attorney or something.
Insight functions normally with regards to combat powers (like resisting a feint).

Diplomacy: Like bluff, diplomacy can be used to ask the DM for advice. The same dynamic applies.

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