Whether it's a player character or an NPC, people seek out ways to
make their characters different. And from different classes,
equipment, skills, personalities, and many more, we have many tools
to do so in tabletop role-playing games. However, I want to add one
more to the mix called “adding a signature skill”, and I hope
someone out there finds it useful.
Unique Spell
The origin of this technique was from a campaign I was a part of
where all of the players were some flavour of spellcasters. Each
character got a small twist to one spell 3 times in a period. I'm
fairly sure it recharged after a long rest. One example was that they
could use the shield spell on someone else during their reaction.
Spells are often the same no matter who casts them. The hope here was
to change things a little a bit and by doing so make each character
more unique in combat as well. Another character had their ice spells
enhanced with non-damage related improvements such as taking away
movement or being able to seal doors.
Why Bother?
These small kinds of changes can go a long way to help distinguish
characters. We have other tools, as I mentioned earlier, but it's
nice having another one. Sometimes you want to play the same class,
but also want them to be their own character. It's that personal
touch that helps. It's not in a rulebook, and the odds running into
someone with the exact same character decrease drastically. Adding
some new options can also be a lot of fun.
Adding a Signature Skill
The idea here is simple. Each character gets one signature skill,
which is similar to the spell I mentioned earlier. Where it differs
is that it doesn't need to be a spell. It can be some other unique
skill not related at all with magic. In fact, it probably won't be if
a character has no talent with magic. It's worth pointing out to
magic based characters that it doesn't need to be based on their
spells though. They can often get so caught with spells that they
miss this option. It's an important distinction. The point is to help
differentiate the character and make them even more unique. It could
be a utility skill, it could be non-magic related, it could be
related to their knowledge of magic, or whatever else they want and
you are willing to allow.
Still, I find placing a restriction on how often it can be used in
the session helps prevent balance issues due to this addition. It's
an extra bit of spice, so don't go eating the whole bag was the
ideas. It also helps prevent this from turning into getting a feat
for free. There is nothing wrong with giving players a free feat or
having them come up with their own. I've seen it work wonders.
However, what makes this different is the limitation placed on it.
This tends to cut down on potential problems, and let's you be fairly
significant. I also find that generally avoiding combat enhancements
works well, though some non-damage related ones have worked fine in
the past. Some feats help with combat so you can come up with some
custom feats instead. If you want to add combat enhancements, I'd
advise giving two unique skills just so that non-combat is also being
addressed and so that everyone gets a boost. Balance in combat isn't
the most important thing in the world but I'd advise a light touch
since we are additional potential balance issues on top of what the
rules already contain. Alternatively I've also seen this used to help
a class that everyone at the table felt was wanting.
Completely Unique?
One thing to think about is if you want to make the skill completely
unique. Should there be one NPC with a similar skill? Should an
entire school of mages have it? Or should no other character have the
skill? The answer to this question varies a lot so it should be up to
the Dungeon Master. However, I do find that there is an upside to
being a bit strict and not allowing repeats in a group, not even in
new campaigns. That way it forces them to come up with a new concept
for a new character instead of falling into an old character. This,
of course, requires players who want to play new characters and will
be grateful for catching them before they accidentally remade the
same character without thinking. There are also story arguments for
giving everyone a unique skill that marks them as somehow special and
others. They work well for their own reasons, but these reasons
aren't typically related to helping make the characters more unique.
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