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croiduire:game_mechanics:skills

Skills

Performance Arts

Characters with NWPs in Musical Instruments, Dance, Singing, Acting and other performance arts can earn money from their talents. How much depends on the dice.

Start by rolling an NWP check. If the roll is:

  • equal to or 1 to 4 less than the NWP score the performance was Routine and produced 1d10 cp.
  • A roll 5 less than the NWP means the performance was Enjoyable and the character earned 1d10 sp.
  • A roll 10 less than the NWP makes the performance Great and brings in 3d10 sp.
  • If the roll is 15 less the performance was Memorable and paid 1d6 gp.

Only Bards are capable of Extraordinary performances, which yield 3d6 gp.

Rules for Bards

Bards employ similar rules with two important variations:

  1. Since they are trained professionals, they are assumed to always be competent, even on a bad day. Therefore they have given an Enjoyable performance if they make their NWP roll. In the event they are using two or more skills, they must roll for all of them, and the HIGHEST (ie, worst) roll is used. (Haven't you ever listened to a good guitarist whose singing was so bad you had to walk away?) The benefit of using more than 1 NWP is that for every additional talent employed the amount earned increases by a factor of .5. A bard who sang, danced, played an instrument, and told jokes (assuming he had Singing, Dancing, Musical Instrument and Acting profs and made all his rolls) could expect to earn 2.5x as much as he could for a single skill. Make the roll(s) by 5 and the result is Great, by 10 and it's Memorable, by 15 and it's Extraordinary.
  2. Additionally bards can roll Charisma. If the Charisma roll is 10 less than their Charisma score, then the reaction bonus is subtracted from the roll. For example, a bard with a Musical Instrument NWP of 16 and a Charisma of 16 rolled a 12 on his NWP check and a 3 on his Charisma check. The 12 is only 4 less than the NWP score, so his performance would have been merely Enjoyable, but his Charisma roll is 13 less than his Charisma score, so his +6 Reaction Adjustment applies, reducing his NWP roll from 12 to 6 and improving his Performance category to Memorable.

For both Bards and amateurs a roll of 20 means they are booed off the stage. In some venues they might also be pelted with rotten fruit and vegetables.

Scouting

Any character with Alertness, Hunting, Survival, Tracking, Trailing, or Observation is assumed to have at least some scouting experience. Otherwise the character wouldn't have those proficiencies. Multiple NWPs from the above list reflect higher levels of expertise. Anyone playing the ranger class and those with the scout kit are automatically expert. Players lacking those qualifications, but who feel their history justifies scouting experience, are welcome/encouraged to rp the ability (die roll penalties may apply in practice).

Thief Skills

Thief skills have been modified to reflect the varied backgrounds of rogue characters. Discretionary points may only be put into areas justified by the character history and have been reduced, 50 at character creation and 25 per level thereafter, starting at 2nd level. To compensate for the reduction, thieves will earn an additional NWP every three, not every four, levels. Appropriate bonus NWPs and/or WPs may also be given at character creation to enhance individuality and role play. Here are the adjusted baselines. Racial benefits and hindrances do not apply.

Skill Base Score Ability Adjustment Kit Adjustment Armour Adjustment Discretionary Points Total
Pick Pockets 5% (Dexterity)
Open Locks 5% (Dexterity)
Find/Remove Traps 5% (Perception)
Move Silently 10% (Dexterity)
Hide in Shadows 10% (Dexterity)
Detect Noise 15% (Perception)
Climb Walls 40%
Read Languages 0%

Discretionary points can not be put into Read Languages until the character has the Reading/Writing NWP.

Climbing

Although thieves have specialized climbing abilities, all characters are able to climb to some degree or another. Climbing ability is divided into three categories: thief, mountaineer, and unskilled.

  • Thieves are the most skilled at climbing. They are the only characters who can climb very smooth, smooth, and rough surfaces without the use of ropes or other equipment. They are the fastest of all climbers and have the least chance of falling.
  • Mountaineers are characters with mountaineering proficiency or those the DM deems to possess this skill. They have a better climbing percentage than unskilled characters. Mountaineers with proper equipment can climb very smooth, smooth, and rough surfaces. They can assist unskilled characters in all types of climbs.
  • Unskilled climbers are the vast majority of characters. While they are able to scramble over rocks, they cannot use climbing equipment or negotiate very smooth, smooth, and rough surfaces. They have the lowest climbing success rate of all characters.

(Mountaineering: A character with this proficiency can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering proficiency leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. A character with this proficiency gains a 10% bonus per proficiency slot spent to his chance to climb any surface. Note that mountaineering is not the same as the thief's climbing ability, since the latter does not require aids of any sort.

I interpret that to mean use of the prof requires the character to have climbing gear.)

Base Climbing Success Rates

Here is what the PHB says:

  • Thief with mountaineering proficiency: Climb walls % + 10%
  • Thief: Climb walls %
  • Mountaineering proficiency: 40% + 10% per proficiency slot
  • Unskilled climber: 40%

I use the following modifier: Unskilled remains at the 40% success rate, but while book value for mountaineering proficiency gives 10% above that, I'm more generous. I still allow a 10% increase per proficiency slot, but with one slot devoted to the proficiency I give 3% for every point above 12, with two slots I allow 6%, (and so forth) so that someone with one slot in mountaineering at a value of 15 has a 59% chance; the same character with two slots (boosting his value to 16) would have an 84% chance.

Climbing Modifiers

The Climbing Modifiers I use are based on, but are not limited to, the following:

  • Abundant handholds (brush, trees, ledges): +40%
  • Rope and wall: +55%
  • Sloped inward (climbing up a rise that slopes upward at an obtuse angle to the plane): +25%
  • Sloped outward (climbing up a rise that slopes upward at an acute angle to the plane): -25%

Surface Conditions

  • Slightly slippery (wet or crumbling): -25%
  • Slippery (icy, slimy): -40%

While Wearing Armour

  • Plate armours (all types): -50%
  • Banded, splint: -25%
  • Scale, chain: -15%
  • Leather, padded, hide: -5%

While Encumbered

  • Encumbrance: -5% per category level
    • Light: -5%
    • Moderate: -10%
    • Heavy: -15%
    • Severe: -20%

Notice: Anyone carrying another character is Severely Encumbered

While Injured

  • Climber wounded below 50% hp: -10%
  • Climber wounded below 60% hp: -15%
  • Climber wounded below 70%: -20
  • Climber wounded below 80%: -25
  • Climber wounded below 90%: the character is too weak and hurt to climb.

All modifiers are cumulative. As an example, an unskilled climber (with a base climbing success rate of 40%) wearing chain mail (-15%) and moderately encumbered (-10%) trying to climb a damp, slightly crumbling (-25%) rise that slopes inward (+25%) would have a 15% chance of succeeding.

Rates of Climbing

Climbing is different from walking or any other type of movement a character can do. The rate at which a character moves varies greatly with the different types of walls and surfaces that must be climbed. Refer to the table below. Cross-reference the type of surface to be climbed with the surface condition. Multiply the appropriate number from the table by the character's current movement rate. The result is the rate of climb for the character, in feet per round, in any direction (up, down, or sideways).

Type of Surface Dry Slightly Slippery Slippery
Very smooth ** 1/4(1/2) (1/4) --***
Smooth, cracked * 1/2 (1) 1/3 (2/3) 1/4 (1/2)
Rough * 1/2 (1) 1/3 (2/3) 1/4 (1/2)
Rough w/ledges 1 (2) 1/2 (1) 1/3 (2/3)
Ice wall -- -- 1/4 (1/2)
Tree 4 (8) 3 (6) 2 (4)
Sloping wall 3 (6) 2 (4) 1 (2)
Rope and wall 2 (4) 1 (2) 1/2 (1)

Thief climbing rates given in parentheses.

* Nonthief characters must be mountaineers (and have appropriate tools--pitons, rope, etc.) to climb these surfaces.
** Thieves need appropriate tools (pitons, rope, etc.) to climb these surfaces.
*** Even thieves cannot climb very smooth, slippery surfaces.

Skiing

Skiing NWP is based on con + str + dex, averaged, with a initial 10 penalty (+10 added to roll, with the need to roll low) that drops by 1 each game month of use or after several successful proficiency rolls (greater use naturally results in more rapid skill acquisition) at the end of which time, the character is proficient. It is awarded independently of any other prof earned by levelling up.

Skiing proficiency is automatic if a character has mountaineering, arctic survival, or arctic tracking.

Making and Repairing Items

All crafts require tools to give the best chance of success. If improvised tools are used, the check is made with a -2 penalty.

Making Items

To determine how much time and money it takes to make an item, follow these steps.

  1. Find the item's price. Put the price in silver pieces to measure progress by the week, in copper pieces to measure progress by the day (1 gp = 10 sp = 100 cp)
  2. Determine the DC:
    1. Very simple item (wooden spoon; arrow; apron): 5
    2. Typical item (iron pot; dress; bench): 10
    3. High-quality item (bell; courtier's doublet; cabinet): 15
    4. Complex or superior item (lock; inlaid table; signet ring): 20
  3. Pay, barter or otherwise acquire raw materials equal to one-third of the item's price.
  4. Make an appropriate NWP check.

If you don't have a relevant NWP, then roll a d20. A roll below 12 means that you succeed in making a simple item, below 7 a typical item. Untrained characters cannot make high-quality or complex items. You can try as often as necessary, but each failed check means wasted time and/or resources (at GM discretion, depending on the item being made). If the check succeeds, roll a second d20 and multiply the result + the NWP value by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week (or day). Record the result and make a new Craft check for the next week (day). Each week (day), you make more progress until your total reaches the price of the item in silver (copper) pieces.

Repairing Items

Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. For calculation purposes the cost of repairing an item is one-fifth of the item's price, but actual payment may not be required. Untrained characters can attempt to repair high-quality or complex items. They succeed on 15 or less for very simple items, 10 or less for typical items, 5 or less for high-quality items, and on a 1 for complex or superior items. However, a failure of greater than 10 means the item was irreparably broken in the attempt to repair it. A failure of less than 10 means a character with the relevant NWP can attempt to repair the item at a -5 penalty.

Jumping

The PHB and PO:S&P have radically different rules for using Jumping NWP. This is the version we will use; it includes my own personal tweaks.

Jumping: The character can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6+his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) 1d3 plus half his level in feet. No character can high jump more than 1-1/2 times his own height.
From a standing start, a character with this proficiency can broad jump 1d6 plus half his level in feet and high jump half his height.

Pole Vaulting: A character with both Jumping and Tumbling NWPs can attempt vaults using a pole. A vault requires at least a 30-foot running start. A vaulting pole must be at least as tall as the character using it, but no more than twice plus half his level in feet as tall. The character can vault over obstacles up to the height of the pole. If the obstacles are within 2 feet of the pole's length, however, the character must make a proficiency check. The vaulter can also jump across a space no more than 11/2 times the width of the pole's length. If the gap is greater than the length of the pole, a proficiency check is required; the character can attempt to land on his feet if the vault carries him over an obstacle no higher than 1/2 the height of his pole, by making a proficiency check at -2. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault.

croiduire/game_mechanics/skills.txt · Last modified: 2015/04/03 12:24 by Croi Duire