From: [z z thall] at [mailbox.uq.edu.au] (Travis Hall) Newsgroups: rec.games.frp.dnd Subject: A New AD&D Skill System: Details (2 of 3) Date: 27 Aug 1997 06:41:18 GMT A New AD&D Skill System: Details of Proficiencies Herein are presented the tables and details of specific proficiencies. The descriptions of proficiencies are not, by any stretch of the imagination, complete. Much of what should be included in these descriptions would come straight out of the PHB. All proficiencies are placed in one or more appropriate group. Five groups are for proficiencies normally available to specific character types. These groups are the Priest, Psionicist, Rogue, Warrior and Wizard groups. Access to these groups is the same as in the standard system. The General group contains proficiencies which are available to members of all character classes, and to all non-classed NPCs. Players who use the standard proficiency system will be familiar with these. There are also two new groups of proficiencies. The first is the Everyman group. These proficiencies are not only available to all characters, but are possessed by all characters. No proficiency slots must or can be spent on acquiring these proficiencies, because everyone already has them. (However, proficiencies may be spent on improving the base target numbers, as per normal rules.) Thus, every character has 5 dice in these skills, never more or less. Finally, there is the Unusual group, which contains proficiencies which are available to no-one, unless special effort is taken. Buying these proficiencies is done like buying any other proficiency normally unavailable to the character, such as Spellcraft for a warrior. Characters may attempt to use any proficiency, even ones they don't have. They are unlikely to succeed, but they do have some base dice in every skill. For any proficiency in a group available to the character (but not possessed) the character has 3 dice. For any proficiency not in a group available to the character, the character has 1 die. Remember that standard adventurer-difficulty tasks require 3 successes, which is obviously not possible with only 1 die, and highly unlikely with 3. The base target number is worked out as per normal, ie 7 modified by attributes. It will generally not have been improved through use (and if it is, that should be recorded on the character sheet). Proficiencies are classified as basic or advanced. Characters proficient in a basic skill have 5 dice in that skill. This requires buying two dice with proficiency slots. Characters fully proficient in advanced skills have 7 dice in that skill, which requires buying four dice with proficiency slots. Some proficiencies are "expandable". This means that normally, the proficiencies are considered to be basic, but some characters can buy them up to advanced levels. This requires either a special background (a Cossack would have the background for advanced horse-riding, while being in a circus for a long time might allow a character to learn advanced juggling) or an adventure-related reason (a character might seek out a master painter, in order to learn advanced painting). Precisely what is required depends on the proficiency and what the DM feels is appropriate. The first table gives the number of proficiency slots available to characters of the various classes. The weapon proficiency slots given are for my alternative weapon proficiency and specialization system, which is designed to mesh with this non-weapon proficiency system, but which is separate and not included here. Note that characters generally have around double the number of slots they do under the standard system. This balances out because proficiencies normally cost twice as much. However, the DM should assign more bonus slots for high intelligence than would normally be the case. I suggest doubling the number of bonus slots, but it is a good opportunity to smooth the table. Also, I allow the use of kits in my campaign, and most kits give a few proficiencies as a bonus. (Under this system, these are considered to have the full number of slots devoted to them, but are not further improved.) To help balance things a little (and encourage the use of more non-class skills), I give characters without kits 4 bonus non-weapon proficiencies, to spend as they like. Slots Group Non-weapon Weapon # Levels Warrior 6 6 (8) Wizard 10 1 Priest 9 4 Rogue 8 3 Psionicist 7 2 In my campaign, using both altered proficiency systems, a character of any class gains 1 proficiency slot every level, and this may be used for either weapon of non-weapon proficiencies, as the player desires. This works well when using both altered systems, but may give too many slots if the one gained each level only goes towards non-weapon proficiencies. At one stage, a separate rate was given for each system and each class, but only until one of my players suggested the combined advancement rate now used. Now, I can no longer remember the original rates and they have been removed from my records. DMs who wish to use only the non-weapon proficiency system will have to make up their own advancement. Sometimes, the given advancement is not enough for a given character. Some players might like to play characters with an extremely diverse range of skills, and need more non-weapon proficiencies to do it. I suggest allowing them to spend xp to gain extra slots. However, for the purposes of maintaining game balance, the cost must increase as levels increase. After all, 500xp is a huge amount for a 1st level character, but almost nothing to a 15th level character. The following table gives the purchase cost of extra proficiency slots: Total XP Earned (up to) XP Cost/Slot 0 100 4000 200 8000 400 16000 800 32000 1600 64000 3200 125000 6400 250000 12500 Note that my players have found that they generally have enough proficiency slots, so no-one has yet bothered buying more. (A new character has recently been added to the game. This character has very few proficiencies, and I can see the new player soon realising his oversight and buying up on proficiency slots.) As a result, the amounts given have not been properly playtested. This table gives the modifiers to the base target number for whatever stat is applicable for the given proficiency. (Originally, these modifiers were as per the D&D modifiers for most scores, eg. +3 on 18 only, but I decided it would work better if the higher mods were a little more available. 18s already mean enough in the game anyway.) In my campaign, exceptional scores are available for any stat, not just strength, so the upper end of the table gels well with that. However, in other games, you might like to make the +4 modifier apply to 19s other than strength, and +5 on 20+. STAT MOD 3-4 -3 5-6 -2 7-8 -1 9-12 0 13-14 +1 15-16 +2 17-18 +3 18/xx +4 19+ +5 The tables below give the basic game stats for the various proficiencies. The number of slots is usually double the standard PHB cost. A notable exception is weaponsmithing, which costs so much under the standard system it didn't convert well. Besides, it's probably overcosted anyway. The Ability listed for each proficiency is the Ability Score associated with it. Often, two ability scores are noted, separated by "/". Frex, Perception's Ability is noted as Int/Wis. When this is the case, the second stat provides a minor modifier to the proficiency, although the first is considerably more important. To apply this, look up the modifier for the second stat on the table above. Apply this to the first stat, and look up the resulting number on the same table. The modifier thus given is what is applied to the Proficiency. Continuing our example, suppose a character has 15 Int, 7 Wis. We look up 7 on the table, giving a modifier of -1. 15-1 = 14, so we look up 14 and get a modifier of +1 (rather than the +2 for 15 Int). Thus, the modifier applied to Perception for this character is +1. Whatever modifiers are thus found are added to 7 to give the base target number. In some cases, two Ability Scores are listed separated by "-". When this is the case, each stat is equally important. Find the average of the stats and look it up on the above table. (Don't just look up and apply two modifiers - that can give ridiculously high base target numbers.) In most cases, the first stat listed is the same as the one listed in the PHB. A notable exception is Land-Based Riding. I never understood why Wisdom was so important to this, so I have put Dexterity in its place. Wisdom is used as a minor modifier. Mod lists the modifier associated with the proficiency. This represents the fact that some skills are inherently more difficult than others. This modifier is the same as in the PHB, in general (though not always). This modifier further modifies the base target number found by applying the stat modifier. Type lists the type of proficiency - basic, advanced, expandable or everyman, as explained elsewhere. Note that some entries are incomplete, generally under Ability. This is generally either because I haven't made up my mind about what modifiers should be used, or there are many different forms of the ability which should have different stats, and the DM should decide on a case-by-case basis. Due to the great similarity of this table to that in the PHB, it is possible to apply this system without using these tables, and substituting the PHB tables. Just double the cost, and use only one stat from any given proficiency, and everything's dandy. Everyman Proficiency # Slots Ability Mod Type Perception 0 Int/Wis 0 Everyman **Recovery* 0 Con 0 Everyman Sprinting* 0 Dex/Str 0 Everyman * Special proficiencies - see below for details. ** PLEASE NOTE: Recovery is a proficiency that is merely under consideration. It has not been playtested, and is not currently being used in my campaign. General Proficiency # Slots Ability Mod Type Agriculture 2 Int 0 basic Alertness 2 Int-Wis +1 basic Animal Handling 2 Wis -1 basic Animal Training 2 Wis/Cha 0 basic Artistic Ability 2 0 expand Blacksmithing 2 Str/Int 0 basic Boat Piloting 2 Str/Int +1 basic Brewing 2 Int 0 basic Carpentry 2 Str/Int 0 basic Cartography 2 Int -2 basic Cobbling 2 Dex/Int 0 basic Cooking 2 Int 0 basic Dancing 2 Dex/Cha 0 basic Direction Sense 2 +1 basic Diving 2 Dex-Con basic Etiquette 2 Cha/Wis 0 basic Fire-building 2 Wis/Int -1 basic Fishing 2 Wis/Int -1 basic Gaming 2 Int/Wis 0 basic Heraldry 2 Int 0 basic Languages, Dialect 1 Int * * Languages, Modern 2 Int 0 basic Leatherworking 2 Int/Dex 0 basic Mining 4 Wis/Str -3 advanced Musical Instrument 2 Cha-Dex -1 basic Navigation 2 Int/Wis -2 basic Observation 2 Int 0 basic Orienteering 2 Int/Wis 0 basic Painting 2 Dex-Wis 0 basic Pottery 2 Dex -2 basic Riding, Land-based 2 Dex/Wis 0 expand Rope Use 2 Dex/Wis 0 basic Sculpting 2 Dex/Wis -1 basic Seamanship 2 Dex/Wis +1 basic Singing 2 Cha 0 basic Stonemasonry 2 Str/Wis -2 basic Swimming 2 Str 0 basic Tailoring 2 Dex/Int -1 basic Weather Knowledge 2 Wis -1 basic Weaving 2 Int/Dex -1 basic Unusual Proficiency # Slots Ability Mod Engineering 4 Int/Wis advanced Riding, Airbourne 2 Dex/Wis -2 basic Priest Proficiency # Slots Ability Mod Ancient History 2 Int/Wis -1 basic Ancient Languages 2 Int 0 basic Astrology 4 Wis/Int 0 advanced Healing 4 Wis/Int -2 advanced Herbalism 4 Int/Wis -2 advanced Local History 2 Int/Cha 0 basic Reading/Writing 2 Int +1 basic Religion 2 Wis/Int 0 basic Spellcraft 2 Int -2 basic Rogue Proficiency # Slots Ability Mod Ancient History 2 Int/Wis -1 basic Appraising 2 Int/Wis 0 basic Begging 2 Cha 0 basic Blind-Fighting 4 Int 0 advanced Cryptography 4 Int/Wis 0 advanced Disguise 2 Cha/Wis -1 basic Fast-Talking 2 Cha/Int 0 basic Forgery 2 Dex/Int -1 basic Fortune Telling 2 Cha/Wis +2 basic Gambling 2 Cha/Wis 0 basic Gem Cutting 4 Dex -2 advanced Information Gathering 2 Int-Cha 0 basic Intimidation 2 Cha/Int 0 basic Juggling 2 Dex -1 expand Jumping 2 Str-Dex 0 basic Local History 2 Int/Cha 0 basic Locksmithing 2 Dex/Int 0 expand Looting 2 Int-Dex 0 basic Reading Lips 4 Int/Wis -1 advanced Set Snares 2 Dex/Wis -1 basic Tightrope Walking 2 Dex 0 basic Trailing 2 Dex/Wis 0 basic Tumbling 2 Dex/Str 0 basic Ventriloquism 2 Int/Cha -2 basic Voice Mimicry 4 Cha 0 advanced Warrior Proficiency # Slots Ability Mod Animal Lore 2 Int/Wis 0 basic Armorer 2 Int/Str -2 basic Blind-fighting 4 NA 0 advanced Bowyer/Fletcher 2 Dex/Int -1 basic Charioteering 2 Dex/Wis +2 basic Endurance 4 Con 0 advanced Gambling 2 Cha/Wis 0 basic Hunting 2 Wis -1 basic Mountaineering 2 Str-Dex -3 expand Running 2 Con/Str -6 basic Set Snares 2 Dex/Wis -1 basic Survival 4 Int/Wis 0 advanced Tracking 4 Wis 0 advanced Weaponsmithing 4 Int/Dex -6 advanced Wizard Proficiency # Slots Ability Mod Ancient History 2 Int/Wis -1 basic Ancient Languages 2 Int 0 basic Astrology 4 Int/Wis 0 advanced Astronomy 2 Int 0 basic Cryptography 4 Int/Wis 0 advanced Gem Cutting 4 Dex -2 advanced Herbalism 4 Int/Wis -2 advanced Reading/Writing 2 Int +1 basic Religion 2 Wis/Int 0 basic Spellcraft 2 Int -2 basic Psionicist Proficiency # Slots Ability Mod Gem Cutting 4 Dex -2 advanced Harness Subconscious 4 Wis/Int -1 advanced Hypnosis 2 Cha/Wis -2 basic Rejuvenation 2 Wis/Int -1 basic Meditative Focus 2 Wis/Int +1 basic Below are the descriptions of some proficiencies, often detailing precise game effects. Not all proficiencies are included (because I haven't written them all up yet - I tend to add as required). Some proficiencies are covered by a general classification, frex the craft proficiencies. Basic Crafts: This category of proficiencies includes all basic skills which are used to produce a man-made product from raw materials. Examples include blacksmithing, brewing, carpentry, cobbling, leatherworking, pottery, tailoring, stonemasonry, weaving and bowyer/fletcher, but many more are possible. (Suggestions for more are welcome.) Note that the skill result does not in itself indicate the quality of the item produced. A character who wishes to make an item of a certain quality must put in appropriate effort before rolling the result. poor: maintenance, simple construction. Most people have the skill to do at least this much. However, the objects produced are often makeshift, not suited for long-term use. fair: basic work. Good quality basic items can be made, but nothing very intricate. average: Good quality items of most common types can be produced with this level of skill. good: Fine quality items. great: Exceptional quality items. Advanced Crafts: These proficiencies are similar to basic crafts, in that they all represent manufacturing skills. They differ in that these skills are more difficult to perform. Examples include gem cutting, armorer and weaponsmithing. Again, more are possible. poor: maintenance. Such people can normally prevent an object from falling into disrepair. fair: simple construction. Only basic, makeshift objects will be produced. average: basic work. Good quality basic items can be made, but nothing very intricate. good: Good quality items of most common types can be produced with this level of skill. great: Fine quality items. superior: Exceptional quality items. awesome: Low grade magical items, with special effort. Such manufacture may typically require at least one adventure. Ancient History: The character has learned the legends, lore and history of some ancient time and place. The character must choose the time period and geographical/cultural area covered by the proficiency. Related specialties are known as if the character has one die less in the skill. Specialties further afield might be considered two or more dice less. (The one die an ordinary person has is considered to cover their own culture in the most recent applicable period). Animal Handling: This proficiency allows control over most domestic animals. One success allows the character basic control over an animal. An extra success is required when the animal is excited or agitated, while a well- trained animal might require one less success. Animals can be made to perform more intricate tasks on higher levels of success, though this will be limited by the capacity, both physical and mental, of the animal. Controlling teams of animals can become progressively more difficult, depending on the animals and the task. Animal Lore: Animal Training: Appraising: This proficiency allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones or other crafted items they find. The character must be able to closely examine the object, and preferably handle it. One success allows the character to recognise in very general terms how valuable an object is ("Cor, we've never seen a gem that valuable in this little town before.") Two successes will recognise noted specific items, identify the type of item (tell ruby from spinel, for instance) and know what type of specialist to seek for more information. Three successes will give a good estimate of the item's actually value, and four or more will give a very accurate estimate of value and spot flaws and minor distinctive features. Astrology: This proficiency gives the character some understanding of the influences of the stars. With appropriate information (birth times, dates and places, etc) the astrologer can make limited predictions concerning future events. With four successes, general predictions can be made, but specifics will be very few. For accurate and useful predictions, five or more successes are often required. Players who wish to use this proficiency should try to give the DM as much warning as possible. Blind-Fighting: Blind-fighting normally modifies combat chances, requiring no check. A character with this proficiency suffers no penalty to AC and half the usual to-hit penalties when suffering from visual impairment. These bonuses only apply to melee combat. Note that this benefit is only gained when the full cost of the proficiency is paid. The character is operating mostly through the use of his sense of hearing to gain these benefits. If the character is deaf, or his enemy is completely silent, the blind-fighting benefits will not apply. Sometimes, however, a check might be required. Perhaps the character has been partially deafened by a loud noise, or large amounts of noise make it difficult to hear the enemy, or the enemy is unusually quiet. Then a blind- fighting check may be required. Success will depend on the situation. Charioteering: Having a proficient driver for a chariot is advised for safe and reliable chariot use. One success assures proper chariot use under normal conditions, two successes will keep the chariot and occupants safe under adverse conditions, three successes will avoid damage and crashes under combat and similar conditions (being rammed, for example). More difficult checks are possible. Successively better checks will allow better control or faster movement. Cooking: Three successes will produce an excellent meal (ingredients permitting). Direction Sense: Three successes determines direction in conditions in which there are extremely few clues. However, six or more successes might be required in a featureless, sealed room (impossible for normal characters) while one success will determine direction in typical outdoor situations. Disguise: The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight and race. The disguise can be penetrated through use of the observation proficiency. Given appropriate preparations, the character may make an opposed check vs the observation of any relevant observer. If the character wins, the disguise is successful. The character generally wins on a tie. A suspicious observer, a lack of preparation time or material, or a flaw in the concept of the disguise might swing the opposed check against the character. The character might attempt to disguise himself as someone very different from himself. In this case, a penalty will be applied depending on the changes. A change of race might incur a -7 penalty, while an attempt to duplicate a specific individual might incur a -10 penalty, or even more. Endurance: Success on endurance checks indicate how long the character may continue strenuous physical activity. Each success may give an extra die to the check of another proficiency involving strenuous activity, for the purpose of negating fatigue penalties only. Fire-building: Three successes allow a character to start a fire without a tinderbox or other such implements, except what is available in the general area. If there is little or no usable material to be found, wood is wet or conditions are adverse, four or more successes may be required. Two successes allow continued attempts under normal conditions. Each attempt takes 2d20 minutes (extra successes may reduce this) and a -1 penalty is incurred for each success past the first. Healing: If used in the round immediately following the infliction of a wound, healing proficiency may be used to restore hit points to the wounded character. One hit point is healed for each success over 3. For each previous use of healing proficiency on the injured character that day, an additional success is required. Healing is more often used to assist natural healing over the long term. Intimidation: Yes, there are two different forms of this proficiency. One is in the warrior group, the other the Rogue group. The former is flexing muscles and making obvious intimations of immediate physical threat, the other is more subtle and often involves spoken intimations of later or less physical danger. Perception: Every character has the perception proficiency. It measures the character's skill at sensing objects and events happening around him. Whenever the character may or may not notice something, the DM may ask for a perception check. (In some cases, a perception or observation check may be asked for. Unless your character's perception proficiency is much better than his observation, go for the observation, as you will generally need less successes on that roll.) If enough successes are rolled, you will notice whatever it is. Alternately, the DM might ask for your perception skill and roll the check himself. One common use of perception is spotting doors, secret, concealed or otherwise. The average door is quite easy to spot, and character's will gain a bonus to see it - usually, the DM will not require a check. However, secret doors generally impose a fairly large penalty (-4 or more). When checks are required, two successes will generally find the door. Elves gain an extra two dice when searching for secret doors. **Recovery: This proficiency is use to determine how quickly a character heals after being injured. The number of dice depends on the class of the character. Wizards have 3D, Rogues 4D, Priests 5D and Warriors 6D. The base target number is equal to the character's number of hit dice (equal to levels up to the nine or ten limit, depending on class) modified by constitution as per normal proficiencies. Each day of rest, the character may make a recovery check Riding, Land-Based: This proficiency enables the character to ride one type of land-based mount. The type of mount must be specified upon purchasing the proficiency, and the mount must be one commonly ridden in the character's culture - humans cannot have wolf-riding proficiency, while goblins can - else the proficiency is considered to be in the unusual group. The character should also have some access to that type of mount to learn the proficiency. Most peasants cannot learn horse riding, as horses are beyond the means of most peasants. Some other types of mounts might be considered related, incurring a one die penalty, or covered by the skill. Thus, a horse-rider could also ride a unicorn or a nightmare. This skill is normally only bought to a 5D level. However, some people may have up to 7D in this skill, due to special training. The most common example of this are nomads who ride horses their entire lives. Some stunt riders might also possess this skill, but it is highly unusual and requires special training. Some special feats may be attempted with this proficiency. A character may vault into the saddle with two successes. Dexterity penalties for armour apply to the roll. Three successes will allow the character to start the horse moving in the same round. An additional success is required if the mount is already moving. The character can spur his mount to greater speeds, adding his successes to the sprinting proficiency of the mount. Each turn of increased movement results in a -2 penalty to the sprinting proficiency of the mount. If the mount achieves no successes on a sprinting proficiency check after a turn, it must stop running altogether. The character can guide his mount with his knees. No check is required, but each time the character takes damage or other circumstances occur which might cause the character to fall, three successes will be required to remain mounted. Penalties may be incurred depending on the situation. The character can drop down and hang alongside the steed, using it as a shield against attack. The character may take no other action while attempting this, and wearing armour will incur penalties. A -2 bonus to AC is gained for each success over 2. Any attacks which would normally hit the character strike the mount instead. Rolling less than 2 successes causes the character to fall from the mount. The character can leap from the back of his steed to the ground and make a melee attack against any character within ten feet, assuming he has a weapon ready. Four successes are required. If less successes are obtained, the character falls badly, taking a point of damage for each success below four and ending prone. Armour, encumbrance and unsuitable weaponry may incur a penalty. (This should not be attempted with polearms.) Singing: The character can sing. No check is required to sing - anybody with a voice can sing - but a check may be called for to determine the quality of the singing. Singing in itself does not normally produce any game effects, but good (or bad) singing can influence the reactions of other characters. Some beings can produce song of such unearthly beauty that the song itself, without magical aid (such as in a siren's song), can produce effects. Generally, seven or more successes would be required, impossible for ordinary mortals. Trading: This proficiency is used for the long-term management of a trading business. Each month (or whenever an investment is to be recouped) the trader makes a detailed skill roll. Tumbling: Characters with this proficiency may perform acrobatic feats, such as somersaults, rolls, flips and handstands. The number of successes required depends on the difficulty of the maneouver attempted. Penalties will be taken if the character is encumbered. The character may also attempt to improve his armour class through the use of tumbling. To attempt this, the character must win initiative (with a 0 modifier) and make a tumbling check. One success gives a -2 to AC. Two successes gives a -3 to AC, three a -4, four a -5 and five a -6. However, rolling no successes causes the character to fall over, leaving him prone. Characters are not advised to attempt this without properly knowing the proficiency. This is considered a half-move action, and may not be combined with running movement of any sort. The character may attempt to reduce the damage caused by a fall. Each success reduces the effective distance fallen by ten feet. -- 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