Thursday, May 28, 2026

Hacking 2e: Skills and the Nonweapon Proficiency System – Part 6 (Final Skill List)

I’ve spent the past 5 weeks looking at all of 2e’s varied skill systems, mostly focusing on the Nonweapon Proficiencies. I have tried to rein in overpowered skills, boost weak ones, and cut the fat wherever possible. This has resulted in a list of five Rogue-only skills, three universal skills, an optional background skill system, and ten optional NWP-derived ability skills. These are in addition to skills provided by demihumans and by specific classes.

I’ve already reviewed the demihuman skills, though the following rules will require that I adjust those skills. The Rogue skills and class skills are a matter for another post. Today, I shall hammer out universal, background, and ability skills.

 

1. Universal Skills

I’m calling them universal because they apply to every character, but I may as well call them Required Skills, because you get them whether you’ve opted into the skill system or not. This pairs with how 2e was designed, as identified in the first entry in this series.

There are three universal skills in 2e:

Listening: Everyone gets the Rogue’s base Listen score of 15%, with most demihumans offering a bonus.

Climbing: Characters get a baseline 40% chance.

Finding Secret Doors: This skill is only hinted at in 2e, via a +1 bonus that all characters receive if they know there’s a secret door but not where it is. The rule which this bonus applies to is in the 1e DMG: all characters have a 1 in 6 chance (about 16%) to find a secret door when actively looking. There’s no real name for this skill, as I’m sure Gygax never thought of it as such, but I think ‘Finding Secret Doors’ is a bit too wordy and too limiting. We can change this to ‘Find Secrets’ and allow it to apply to anything hidden.

All that’s left is to convert the scores to accommodate a d20 roll-under check.

Universal Skills

Score

Listening

3

Climbing

8

Find Secrets

4

 

These skills break the convention I’ve attempted to establish: that all skills provide passive functionality, only requiring the check in the event of difficult scenarios. Technically, I suppose that their passive feature is the ability to hear, move, and see. Rogue skills have the same binary design, so this is fine.

 

Universal Skills

The following three skills are known to all characters:

Listening: 3

Hearing loud, distant noises or nearby sounds of moderate volume does not require a check. When attempting to discern noises through an obstacle such as a door, across a great distance, or within a noisy environment, roll a Listening check. The score may be modified based on the amount of time spent listening and due to any distractions.

Climbing: 8

Climbing heights of 10 feet or less does not require a check. Climbing any height above 10 feet requires a Climbing check, with additional checks required for every 100 feet climbed or when hit by an attack. The score may be modified due to adverse or favorable conditions, the use of climbing equipment, or the presence of an experienced climber.

Characters move at half their normal speed when climbing.

Find Secrets: 4

The act of perceiving things within a character’s vision does not require a check. When actively attempting to find objects or doorways which were intentionally hidden, roll a Find Secrets check. The score may be modified based on actions taken when searching or clues gained regarding any secret.

Improving Universal Skills

Some Demihumans grant bonuses to these skills, while the Rogue class can actively invest points to improve Listening and Climbing. If using the optional Ability Skills, a character may improve Climbing as they would any other Ability Skill.

 

2. Backgrounds

Detailed here.

I’m a fan of this little workaround. It’s similar to 3e’s Craft and Profession skills, but granted without expenditure of a slot. It can also be sacrificed to invest into one of the Ability Skills, if using that optional system. As far as being optional, this feature can stand on it’s own without the other optional skills, if you’re seeking a style similar to only using 2e’s Secondary Skills feature.

I suggested that this could have a base score of 14, but I’ve altered my thinking here. Your Ability Scores should absolutely factor into your Background’s score. The challenge is that every distinct Background would require a different related ability, which would heavily clutter the feature.

The resolution to this issue might be found in 5e. One of the design elements that edition brought to the table was the option to use any Ability Score when performing a skill check, which allowed for the existence of a Strength (Intimidation) check or a Dexterity (Deception) check. Unfortunately, they only made it a variant rule, which resulted in no one using it – or, I should say, no table I’ve played at has used it. The idea has legs, and I think it can benefit this hack for both Backgrounds and the Ability Scores.

In short, the king of adjudication is the Ability Check, even with skills. All the skill does it make certain rolls possible or keep the Ability Score unmodified. If the task is considered so challenging that a trained practitioner would have difficulty, then the Background allows use of a flat Ability Check to determine success, whereas an untrained character would either make this roll against a halved Ability Score or would not have the capability to attempt it at all. In this way, the Ability Check required is completely agnostic to the skill being used: the skill doesn’t modify the Ability Score or even provide its own score, it just allows access.

Like the other skills derived from NWPs, a selected Background provides automatic success for any task considered mundane within that area of expertise. These are the actions which untrained character would need to succeed on an Ability Check to perform; for those with training, they are simply rote. Trained characters’ Ability Checks are reserved for the hard stuff.

 

Backgrounds (Optional)

Backgrounds represent the skills and knowledge gained by a character’s profession, craft, or life experiences. This may have been their job prior to adventuring, a current trade which they practice between adventures, or expertise born of a lived event.

Using Backgrounds

Performing mundane or common tasks related to a chosen Background does not require any check, though a check is required of characters without that Background.

When attempting to accomplish feats of mastery, make uncommon use of an expertise, or perform under adverse conditions, an Ability Check is required. The GM determines which Ability Score is tested. Attempts made by those without the relevant Background make this check at half of the Ability Score.

Example Backgrounds

Some example Backgrounds are provided below, but the GM can approve any Background not found on this list.

Backgrounds

What they can do

Armorer

Make, repair, or evaluate armor

Artist

Paint, sculpt, or evaluate art

Bowyer/Fletcher

Make, repair, or evaluate bows and arrows

Brewer

Make beer or spirits

Carpenter

Build structures or craft wooden objects

Cobbler

Make or repair shoes

Cook

Cook food or find ingredients

Engineer

Build simple machines or design large structures

Entertainer

Dance, play an instrument, or sing

Farmer

Grow crops or evaluate land

Gambler

Play games of chance or cheat

Groom

Care for or ride horses

Hunter/Fisher

Hunt or fish for food or track animals

Jeweler

Make or appraise gems and jewelry

Leatherworker

Make or repair leather and leather armor

Mason

Cut stone or evaluate structures

Miner

Cut stone or identify minerals

Sailor

Sail ships or navigate

Scribe

Write well or be well read

Tailor/Weaver

Sew new garments or repair clothing

Trader

Appraise common goods or barter

Weaponsmith

Make, repair, or evaluate weapons


Ability Skills as Backgrounds

If using the optional Ability Skills, a player may choose to substitute a Background for any Ability Skill. The character is considered to have used that skill as a major part of their profession or in the events of their life which predate their adventures.

 

3. Ability Skills

I’m not sold on the name; I’ll consider it a placeholder. These skills will use the Ability Check method laid out in Backgrounds. I’ve kept the final list fairly close to my decisions from the previous entries, though I have brought the Riding skill back, and as a result did not end up sub-categorizing the Animal Handling skill.

I’ve already spent the better part of two months detailing each of these skills, so let’s just jump to the beta version.

 

Ability Skills (Optional)

These skills represent a character’s specialized knowledge, natural talents, or unique expertise.

Using Ability Skills

Ability Skills allow characters to perform certain actions without the normal requirement of an Ability Check; the character is skilled enough so that common uses of these skills succeed automatically. When attempting to use an Ability Skill to perform a task which would be considered difficult for someone trained in that skill, or when performing that task under adverse conditions, an Ability Check is required. The GM determines which Ability Score is tested. Such attempts made by those without the relevant skill either make this check at half of the Ability Score or fail automatically, as determined by the GM.

Acquiring Ability Skills

All characters receive three (3) Skill Points at character creation which can be spent to acquire or improve Ability Skills. Characters gain one (1) additional Skill Point every three (3) levels. All Ability Skills cost one (1) Skill Point to acquire if they are general skills or part of the character’s Class, as detailed below. Acquiring Ability Skills from another Class list costs two (2) Skill Points.

General Skills

Fighter

Cleric

Rogue

Animal Handling

Survival

Healing

Acrobatics

Knowledge

Tracking

Religion

Deception

Performance

 

 

 

Riding

 

 

 

 

A character’s Intelligence score may provide bonus Skill Points, which can be used only to acquire new Knowledge skills or improve existing Knowledge skills. Some or all of this bonus may alternatively be used to acquire new languages.

 

Improving Ability Skills

Skill Points can be spent on a single Ability Skill multiple times. With every additional point spent, the Ability Skill gains a cumulative +2 bonus, which is added to the Ability Score when testing that skill. Ability Skills chosen from outside a Class list cost only one (1) Skill Point to improve after they have been acquired.

Skill Points can also be spent on the Climbing Skill, as though it were an Ability Skill.

 

Acrobatics (Rogue)
The measure of a character’s balance and coordination.

Acrobatics allows a character to:

  • Walk on narrow surfaces wider than 2 inches (at half speed)
  • Tumble into a fall of less than 10 feet to avoid damage (if unencumbered)
  • Dodge attacks to gain a –4 bonus to AC and a +2 bonus to Danger Saving Throw (if unencumbered and not attacking)

An Ability Check is required to:

  • Walk surfaces narrower than 2 inches (at half speed)
  • Walk at normal speed on narrow surfaces wider than 2 inches
  • Remain on narrow surfaces after being hit by an attack
  • Tumble into a fall of less than 60 feet to take half damage (if unencumbered)

 

Animal Handling (General)
The character’s familiarity with and attunement toward animals.

Animal Handling allows a character to:

  • Calm domesticated animals
  • Recognize animal behavior (including aggression, fear, and stress)
  • Identify leaders in animal packs

An Ability Check is required to:

  • Calm wild animals
  • Tame a wild animal (requires time and effort)
  • Train an animal to attack, guard, carry packs or a rider, or track (requires significant time and effort)

 

Deception (Rogue)
The character’s capacity to create forgeries, wear disguises, and to cheat at games.

Deception allows a character to:

  • Change appearance to not be recognizable
  • Identify forgeries and fakes

An Ability Check is required to:

  • Change appearance to look like specific types of people or a specific person
  • Create forgeries or fakes
  • Cheat at games or contests

 

Healing (Cleric)
The character’s ability to tend to wounds and to mitigate poisons and diseases.

Healing allows a character to:

  • Tend to the party (grant 1hp of natural healing per day while the party is travelling; grant 2hp of additional natural healing per day when the party is resting)
  • Remove poison (grant Death Saving Throw against poisons with a +2 bonus)

An Ability Check is required to:

  • Bind wounds (heal 2hp per character, per day)
  • Manage mundane diseases (reduce a disease to its mildest form)
  • Identify magical diseases

 

Knowledge (General)
The measure of a character’s knowledge in a specific topic. Choose a field of study, such as History (knowledge of past events), Appraising (knowledge of the worth of items), Nobility (knowledge of heraldry and etiquette), Nature (knowledge of plants, animals, and weather), or Spellcraft (knowledge of magic). Other topics or fields of study may be chosen when selecting the Knowledge skill, at the discretion of the GM.

Knowledge allows a character to:

  • Recall common information or facts related to the field of study
  • Know where to find esoteric or secret information related to that field

An Ability Check is required to:

  • Recall esoteric information or facts related to the field of study
  • Apply knowledge to a puzzle, mystery, or challenge

 

Performance (General)
The measure of a character’s talent in a specific art form. Choose an art form, such as Art, Dancing, Singing, Juggling, or a Musical Instrument. Other art forms may be chosen when selecting the Performance skill, at the discretion of the GM.

Performance allows a character to:

  • Perform the chosen art form with competence
  • Assess another’s performance within the chosen art form

An Ability Check is required to:

  • Perform the chosen art form with mastery to impress or astonish
  • Use the art form in a dangerous or uncommon manner

 

Religion (Cleric)
The character’s commitment to the faith, knowledge of church dogma and the tenets of other gods, and the ability to proselytize and spread beliefs.

Religion allows a character to:

  • Perform the rites or practices of a chosen religion
  • Recall the tenets or dogma of a chosen religion or related religions
  • Navigate the hierarchy of the church

An Ability Check is required to:

  • Proselytize to others
  • Convert unbelievers
  • Provide spiritual guidance to those in need

 

Riding (General)
The character’s skill with mounts and mounted combat.

Riding allows a character to:

  • Leap into the saddle of a stationary mount and begin moving
  • Fire a missile weapon or wield a two-handed weapon on a moving mount
  • Use the mount as a shield by riding on its side (–6 bonus to AC for one round)

An Ability Check is required to:

  • Leap into the saddle of a moving mount
  • Leap off a mount onto the ground and immediately attack
  • Increase the speed of a mount (add 6 feet per round)

 

Survival (Fighter)
The measure of a character’s ability to build fires and shelters, to hunt, fish, and trap, and to determine direction and weather.

Survival allows a character to:

  • Build a fire without a tinderbox
  • Hunt and fish for food or set snares for small animals
  • Find North
  • Identify signs of approaching weather
  • Find or erect a shelter

An Ability Check is required to:

  • Build a fire with wet wood or in high winds
  • Hunt deadly game
  • Discern direction underground or without stars
  • Find or erect a shelter in dangerous weather

 

Tracking (Fighter)
The character’s ability to find a creature’s trail and to follow it.

Tracking allows characters to:

  • Follow the trail of an animal or person

An Ability Check is required to:

  • Track at night or in adverse weather
  • Find and follow a trail that is no more than a week old
  • Track in an area that is heavily traveled by similar creatures

 

Other Ability Skills
The ten options listed here cannot possibly represent all skill sets. As such, new Ability Skills can be created with permission of the GM, who must ensure that any new skill is sufficiently unique from the skills found above. In partnership with the GM, determine what the new skill allows and which actions require an Ability Check.

 

4. Conclusion

That’s all I’ve got left. These skills have taxed me in a way I was not expecting, as I tried to ‘fix’ them in a way that works best for my style of game and how my players interact with the current Nonweapon Proficiency system, while trying to stay true to what NWPs offered to the game.

I certainly did not expect to write 10k+ words about it. I might need a break.

The glaring concern is the overlap between Backgrounds and some of the Ability Skills. Hopefully, the option to just use an Ability Skill as a Background mitigates this, but it’ll require some more work before I’m confident in that.

I’ve decided to make the ‘bonus skills’, detailed in the post on hacked Intelligence, apply only to Knowledge skills. This makes intuitive sense to me: it thematically fits, gives the Wizard a boost, and removes a need to give Wizards their own bespoke set of cheaper skills. This assumes the Wizard is of high Intelligence, but I think it’s a safe assumption. This will, however, require a retooling of the hacked Intelligence bonus to a more manageable number; at the moment, it’s too high.

The +2 bonus for skill investment is hefty, though it’s born out of both Mountaineering’s bonus and the fact that my players never invested further into any pre-existing skills. The +1 bonus was just too piddly for the number and rate at which they earned slots. This hack can result in some skills eventually reaching ‘can’t fail’ territory, and I’m perfectly fine with that. Most players love having something they’re just good at without the chance to whiff, and the game doesn’t fall apart because the Fighter can always track their prey or the Wizard knows all the esoteric lore about the campaign world.

As noted last time, the Ability Skills are small in number, clocking in at 10. Even so, Knowledge and Performance potentially expands this to 18 or more, and I’ve left an out with the ‘create your own skill’ at the end of the rules (an option retained from the 2e DMG). I’ve (roughly) kept 2e’s initial skill count and skill increase rate, which I think will still serve to give enough extra skills to the character without overwhelming the player or making everyone too similar. Players can choose to pick three skills from their class and the general list, or pick one cheap skill and one skill from outside the class, or they can just pump up a single skill. The rate is also reasonable, ensuring about three to four extra skills before the campaign implodes. However, we’re on the edge; anything more will result in characters with all the skills, or too many ‘can’t fail’ skills. I’ll have to be cautious when providing additional freebies within the Class options.

Okay, it’s in the can! Next time, I’ll either cover Alignment or I’ll take a nap. Stay tuned to find out which.

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