From: [z z thall] at [mailbox.uq.edu.au] (Travis Hall) Newsgroups: rec.games.frp.dnd Subject: A New AD&D Skill System: Basics (1 of 3) Date: 27 Aug 1997 06:35:57 GMT A New AD&D Skill System: Basic Mechanics In this proficiency system, dice pools are used. All dice used are d20's. The dice are not (normally) totalled, as they usually are in AD&D. Rather, each is read separately and compared to a target number. Since this is different from how dice are normally used in AD&D, my written material will use an altered notation. A capital "D" will be used to indicate 20-sided dice which are read separately, rather than totalled. The number after the "D" will be the target number for the roll, or, in the case of skill codes, the base target number. Thus, 3D10 means to roll 3 d20's and count the number of dice which are less than or equal to 10. Each die which is less than or equal to the target number is a success. To perform an action, a certain number of successes are required. 3 successes is a typical requirement for an average skill, for the types of tasks that PCs are likely to attempt. Note that adventurers are often attempting difficult tasks, and that 3 successes is often not required in everyday life. 1 success will generally be enough for using Weaponsmithing for general routine maintenance of weapons, for example. (And weapons can do without routine maintenance for a while, so even failing such a check is not immediate disaster, as long as the character is successful every now and then.) The DM should decide for specific tasks just how many successes are required. Just because three is standard, doesn't mean every task requires three successes. Characters who roll more successes than required have performed better than required, and their results might be improved. Very few successes might indicate a screw-up, in some cases possibly even injury to the character. (Eg. falling off a horse.) The base target number is precisely that - a base. Situational modifiers are easily applied. An easy task under good conditions should recieve a positive modifier, a particularly difficult task recieves a negative modifier, all applied to the target number. (A DM could even add dice to or remove dice from a character's pool, if he thought that the situation warranted it, but this would more often be covered by a change in the number of successes required.) In some cases, the DM may want a resolution system a little less coarse than the simple number of successes. This calls for a detailed proficiency check (or just "detailed check"). When rolling a detailed check, total the rolls of all dice which are less than or equal to the target number. Any die showing higher than the target number counts as 0. The resulting number gives an indication of how well the character did. As an example or the application of this, suppose a character was running, and wanted to use his Sprinting proficiency to push himself a little harder. The running rules normally applied in the campaign should be applied first. (The PHB gives one such system, but I think it sucks. I use my own, which requires no checks of the type given in the standard system.) Then make a detailed sprinting check. The total gives the number of extra feet the character ran in that round. Detailed checks are also good for things like long-term running of a business. Note that higher totals are better, not lower (else less dice would be better) and that a greater number of successes will generally give a higher detailed result, but not always. Characters working in opposition are quite easy to handle under this system. Whoever rolls the most successes, succeeds. Sometimes, a character might need a certain number of extra successes to win, due to a situational advantage to the opponent. In some situations, successes might be cumulative. The character might need to build a certain number of successes over time to succeed, and the longer he takes to do it, the more time he's stuck there making the attempt. When using cumulative successes, it is often a good idea to set a required number of successes for a given roll, and any successes in excess of that accumulate. This stops characters having certain success as long as they keep at it. Cumulative successes work well with opposed rolls. Each success cancels an opponent's success, with the leftovers accumulating (and possibly being cancelled later). I once made up a special Arm-Wrestling proficiency for a game in which a PC had to arm-wrestle an ogre. To win, the character had to accumulate 3 successes using opposed rolls. 0 successes indicated that their arms were vertical, 1 a little in his favour, and 3 was his hand touching the table. The same applied when the ogre accumulated successes. (He lost, but winning the arm-wrestling wasn't the point, and he knew it.) There are a number of other ways the mechanics can be applied. This system gives considerable versatility in resolution methods, an advantage to the DM who wishes to use proficiencies in a wide range of situations. Both the number of dice and the base target numbers are important in determining the level of skill of the character. The number of dice represents the upper limits of what the character can achieve. This is mostly a function of training - no matter how much natural talent and practice a person has, he cannot expound magical theory without having previously learnt those theories, or win a game of chess without knowing the rules. However, some individuals (especially amongst humans) have a special talent in an area, giving them an extra die or two regardless of training. An especially talented person could have 7 dice in a skill, allowing that person to attempt the near-impossible (assuming the skill is of average difficulty). However, if that person has only learnt the theories, and never actually used the skill, his target number will be very low, and he will almost certainly fail such extremely difficult tasks. The base target number for a skill can be improved through good ability scores, but even more through practice and time. A character with a high base target number is much more consistent in his work, able to get the most out of the knowledge and training he has available. Many PCs are not true professionals in the skills covered by their non-weapon proficiencies. Their non-weapon proficiencies are practised as sidelines to their more heroic qualities. However, there is a certain amount of variation in this, especially since most levelled characters simply do not earn enough money to support themselves solely through adventuring. (After all, one adventure is more than most people could handle, let alone a lifetime of nothing but.) As a result, PCs start with a base target number of 7. This is modified for relevant attributes, as per the table below. The attributes that modify the various proficiency base target numbers are listed with the proficiencies. Some proficiencies also have a modifier listed. This is added to the base target number, and represents the fact that some skills are a little harder than others. Once PCs have chosen their starting proficiencies, they then may add 20 points to non-weapon proficiencies. These points add directly to the character's base target number, improving it for all game purposes. Advanced (or Expandable skills which have been bought Advanced) skills cost double to improve. If the player desires to increase any skill by more than 3 points, some justification must be made for the high level of expertise. (If the PC practised a relevant profession before the start of play, or his background indicates a high level of skill in the proficiency, that may be considered justification enough. However, it might not suffice for +5, +6, etc.) Over time, skills tend to improve. As characters apply their skills, the practice will make them better. However, this assumes that the characters are able to apply their skills effectively in the first place, and that the task is not so easy that the practice hardly counts. A toddler must be taught to tie his shoes, he can't just pick it up over time (although the "instruction" could be from observing others), and an average adult won't greatly improve his knot-tying skills by tying his shoes each morning. Also, this skill system is still fairly coarse, so an increase in a base target number is still a decent increase in skill. Thus, it takes a lot of time to improve this way. Precisely what is required will depend on the proficiency and the circumstances, but I recommend that improvement require at least six months of frequent use of the skill, and that he application of the skill be one that the character could hope to succeed in fairly often. "Frequent use" would generally include those skills which the character uses to make a living or his major hobbies - all those things you would expect to use in everyday life. Once these conditions are satisfied, the player must then roll a check, as if performing the typical task for that period. If the character fails the check (note that - very important - fails, not succeeds) the base target number is improved by 1. (Thus, an experienced blacksmith will find making horseshoes won't improve his skill, because he'll nearly always make the check. He should extend himself more.) Note that this should only be used in cases where the character would genuinely be using the skill for a good reason. Characters shouldn't be working two jobs in addition to adventuring just to improve skills. If players aren't reasonable about this, don't give them the rolls. (A good justification is to say that they are so tired and strung out by all the practice that they aren't learning anything from any of what they are doing.) Also, this should not apply to directly class-related skills: Spellcraft for priests or wizards, rejuvenation or meditative focus for psionicists, etc. These types of skills are more adventuring skills than anything else, and thus their major use is during an adventure. If characters want to improve these skills, it should be through adventure learning - that is, experience points. For that method of improvement, see below. This rule stops people min-maxing too much through down-time practice. If a character uses a skill for adventuring purposes (say, blind-fighting, spellcraft, rejuvenation, meditative focus, harness subconscious, anything else which directly modifies class abilities) far more than day-to-day uses, it should be modified through the mechanics intended to simulate adventure learning - that is, experience points and proficiency slots. Characters recieve proficiency slots as they advance, as noted elsewhere. These can be used to buy dice up to 5 dice in total (7 for advanced skills). Once this maximum has been reached, each slot spent on a proficiency will increase the base target number by one. (The DM may disallow spending slots this way, if the skill code is already as high as can be reasonably justified.) This can quickly lead to characters running out of slots, if they want to use this method to improve skills often. Thus Base target numbers can be increased these way even if the proficiency has not been bought in full. If the base target number is improved in any way and the number of dice is improved later, each die added should also cause the base target number to drop by one. (This is not so much to counter the effects of buying up the proficiencies to start with, but to prevent characters from abusing the "improvement through practice" rules.) -- Why is it that when I do finally get around to creating a .sig file, I can't think of a single witty thing to say in it? The Wraith