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- Skills are divided into three broad general categories--physical,
mental and racial. This system describes how a player selects
the skills his character knows at first level, and how a character
can acquire new skills as he or she advances in level.
- A key to understanding this system is to forget everything you
already know about the AD&D weapon and non-weapon proficiency
system. It completely replaces the existing AD&D system.
- A character begins at first level with a set number of mental
and physical skill points which are calculated based ability score
statistics. Physical skills are calculated using the abilities
of Strength, Dexterity and Constitution and Mental skills are
calculated using the abilities of Intelligence, Wisdom and Charisma.
Both mental and physical skills are modified by the character's
class and the character's Ego score which represents in part the
character's aura and luck. Racial skill points are assigned based
on race and may be divided among the character's racial skills
in any manner desired.
- A character receives a set number of mental and physical skill
points each time he or she advances in level. These skill point
totals are known respectively as Base Mental Skill Points and
Base Physical Skill Points. Determining the base points that a
character receives each time he or she advances a level requires
some calculation (this might be a good time to get your calculator
out) but fortunately it needs to be done only once. The only time
the base skill scores will change is when an ability score increases
or decreases. When an ability score changes only future skill
points are affected. Skill points already allocated do not change.
- The first step to calculating base skill points is to determine
the Ego multiplier. To obtain this value divide a character's
Ego by 4 (rounding down). Thus a character with an Ego of 16 receives
a 4x multiplier. All characters have a minimum multiplier of 1x
regardless of their Ego score. For convenience Ego multipliers
have been listed on the table below.
Table 5.1: Ego Multipliers
Ego score
|
Multiplier
|
1-7
|
1x
|
8-11
|
2x
|
12-15
|
3x
|
16-19
|
4x
|
20-23
|
5x
|
24-25
|
6x
|
- The second step is to determine the character's rough mental and
physical skill scores. To determine the rough skill scores, the
Ego multiplier is multiplied by the average of a character's mental
ability scores, (Intelligence + Wisdom + Charisma)/3, and physical
ability scores, (Strength + Dexterity + Constitution)/3, to generate
two numbers. (When averaging round up decimals of .5 or greater
to the nearest whole number, otherwise round down.) These rough
scores will later be multiplied by a modifier based on class to
generate the base mental and physical skill scores of a character.
- For example, Lorig the Fighter has a Str 18, Dex 17, Con 16, Int
14, Wis 10, Cha 8, Ego 14. His rough skill scores before modification
for class would be calculated as follows:
Physical skill score = (18+17+16)/3 or 17 x 3 (Ego Multiplier)
= 51
Mental skill score = (14+10+8)/3 or 11 (round up 10.66) x 3 (Ego
Multiplier) = 33
- The rough mental and physical skill scores are multiplied by modifiers
based on the characters class to generate the base mental and
physical skill score. This is done to reflect the training emphasis
of the various classes. Wizards naturally focus on mental skills,
while warriors concentrate on the physical. Rogues on the other
hand are more balanced and focus equally on both types of skills.
Consult the following tables to determine the mental and physical
skill score class modifiers.
Table 5.2: Class modifiers for mental and physical skill scores
Class
|
Mental multiplier
|
Physical multiplier
|
Fighter
|
x0.75
|
x1.25
|
Gladiator
|
x0.5
|
x1.5
|
Ranger
|
x0.85
|
x1.15
|
Paladin
|
x0.9
|
x1.1
|
Cleric
|
x1.1
|
x0.9
|
Druid
|
x1.25
|
x0.75
|
Crusader
|
x0.85
|
x1.15
|
Specialty Priest
(by description or default)
|
x1.1
|
x0.9
|
Mystic
|
x1.5
|
x0.5
|
Shaman
|
x1.3
|
x0.7
|
Wizard
|
x1.5
|
x0.5
|
Wizard (specialist)
|
x1.5
|
x0.5
|
Thief
|
x1
|
x1
|
Bard
|
x1.1
|
x0.9
|
Assassin
|
x0.9
|
x1.1
|
Psionicist
|
x1.25
|
x0.75
|
- For example, Lorig the fighter has a rough physical score of 51
and a rough mental score of 33. With his class modifier, he would
have the following base scores:
Physical Skill Score = 51 x 1.25 = 64 (63.75)
Mental Skill Score = 33 x .75 = 25 (24.75)
- Had Lorig been a Mystic instead of a fighter his base scores after
class modification would have been as follows:
Physical Skill Score = 51 x .5 = 26 (25.5)
Mental Skill Score = 33 x 1.5 = 50 (49.5)
- At first level a character multiplies his Mental and Physical
base scores by five to determine the number of skill points available
to purchase beginning skills. Thus, Lorig would have a total of
320 physical and 125 mental skill points to allocate at first
level. Physical points are needed to purchase skills based on
Strength, Dexterity and Constitution, and Mental points are need
to purchase skills based on Intelligence, Wisdom, Charisma and
Ego. Skills based on Observation require both mental and physical
points to purchase. Some skills require both mental and physical
points.
- Multiclass characters may choose the class multiplier they desire
from among their classes, but the mental and physical multiplier
must be from the same class. Alternatively, a multiclassed character
may choose a x1/x1 modifier. Multiclass characters divide the
skill points the receive as the advance in level between their
classes in the same way as hit points are divided. Thus if Lorig
was a multiclass Fighter/Thief and chose a x1/x1 class modifier,
he would receive 26 physical and 17 mental skill points each time
he advanced a level in either class (round skill points up).
- A character who choses to become a dual-class character receives
a bonus to his skill points when he begins to train for his new
class to reflect the new skills learned during that training period.
A dual-class character multiplies the mental and physical base
scroes for his new class by three and to calculate skill points
which must be used immediately to purchase skills for the new
class. For example, if Lorig later in his life decided to become
a thief he would calculate new base mental and physical skill
scores, giving him a total of 51 physical and 33 mental skill
points. Multipling the new base skill scores times three gives
Lorig a total of 153 physical and 99 mental skill points which
must be used to purchase skills pertinent to his new class.
- A dual-class character gains no additional skill points for new
skills until his level in his new class exceeds his level in his
old class.
- After determining starting skill points it's a simple matter to
allocate them. Most skills require one physical or mental skill
point to improve the skill by one percent. However, there are
some skills that require two, three and even four skill points
to increase the skill by one percentage points. Some skills require
both mental and physical skill points to acquire. A mental 1,
physical 1 skill requires one mental and one physcial skill point
to increase the skill score by 1%. These multi-point skills are
indicated in their description.
- Characters of some races have a greater ability to perform certain
skills which people of their race excel in. Likewise they are
penalized in their attempts to use other skills. Racial modifiers
are listed in the description of each skill and summurized on
Racial Modifiers for Skills Table.
- Bonuses and penalties to skill scores are also awarded based on
the character's ability scores. High ability scores result in
positive modifiers, while low ability scores result in negative
modifiers. The bonus or penalty depends on the primary ability
associated with the skill. For example, a Dexterity/Aim skill
would be modified by a character's Aim score. An ability score
modifier sometimes appears after the relevant ability score and
must be applied to the ability score before determining the bonus
or penalty. For example, if Lorig where to learn a nonweapon skill
that had a relevant ability score of Dexterity/Aim -1, his relevant
ability score would be 16 for purposes of calculating his bonus.
Bonuses and penalties for high and low ability scores are listed
on the table below.
Table 5.3: Skill score modifiers for ability/subability scores
Ability/Subability
|
Skill Modifier
|
|
Ability/Subability
|
Skill Modifier
|
3 or less
|
-25%
|
17
|
+20%
|
4
|
-20%
|
18
|
+25%
|
5
|
-15%
|
19
|
+30%
|
6
|
-10%
|
20
|
+35%
|
7
|
-5%
|
21
|
+40%
|
8-13
|
0
|
22
|
+45%
|
14
|
+5%
|
23
|
+50%
|
15
|
+10%
|
24
|
+55%
|
16
|
+15%
|
25
|
+60%
|
- Characters who use kits will find that they have certain bonus
and recommended skills. Bonus skills receive a +60% bonus to the
skill score and recommended skills receive a +30% bonus to the
skill score. In order to receive the bonus for recommended skills
the character must expend enough skill points to bring the skill
score to 10%.
- A character may chose to increase a skill score on a particular
skill beyond 100% for a number of reasons. However, to do so is
more costly and time consuming than initial training in the skill
and requires a larger outlay of points. The cost in skill points
doubles when a character increases a skill score beyond 100%.
- Some skills require that a character learn other basic skills
before pursuing the more advanced skill they desire. For example,
a character that wishes to acquire the Armorer skill must first
learn Blacksmithing and Leatherworking. A character must have
a skill score of at least 50% in a prerequisite skill before he
may train to learn an advanced skill.
- Some skills are so basic that everyone has some chance to perform
the skill without the benefit of formal training. These skills
are known as default skills. Characters may use these skills at
the default values, plus any modifiers for race or ability/subability
scores, without additional training. However, if a character chooses
to train in a skill that has a default value, the default is added
to the character's final skill score.
- All skills that are considered purely weapon proficiencies in
the AD&D game are considered physical skills under this system
and it costs 50 physical skill points to acquire one weapon proficiency
slot. For example, if Lorig wished to obtain proficiency in a
broad weapon group (3 weapon proficiency slots), he would have
to spend 150 physical skill points to do so.
- Sometimes a character may wish to focus more on mental or physical
skills than his point allocations would normally allow. A character
may at his option trade two physical skill points for one mental
skill point or two mental skill points for one physical skill
point.
- A skill check is made by rolling percentile dice and comparing
the number rolled to the character's skill score (a percentage).
A number lower than the skill score indicates success, a higher
number indicates failure. However, a skill check is not normally
required for a simple task performed by a character who has a
skill score of at least 50% in a skill. Skill checks for characters
with a score of 50% or higher are only required if the character
must use the skill in an exceptional manner. For example, a character
with a 50% skill score in Cooking would not need to make a skill
check every time he cooked a meal, but he would need to make a
skill check if it was important that the meal impressed those
he was serving. A character with a skill score below 50% must
make a skill check every time he uses the skill.
- A roll of 01-05% is considered a critical success and results
in the immediate increase of the skill in question by 1%. A critical
failure occurs anytime the character makes a skill check and rolls
a natural 96-00. (When a skill check is required the dice must
always be rolled, even if the skill in question has a skill score
of 100 or more.) The results of a critical failure are largely
up to the DM, but usually involve the destruction of an item if
the character was attempting to create one or other unsavory effects.
- Skill checks can be modified by environment, situation and difficulty
of the task to be undertaken at the DM's option. Typical modifiers
to skill checks are listed on the table below.
Table 5.4: Situational modifiers to skill checks
Chance of Success
|
Skill Score Difficulty Modifier
|
Abysmal/Snowball's chance in hell
|
-75%
|
Yeah right
|
-50%
|
Very difficult
|
-30%
|
Moderately difficult
|
-20%
|
Somewhat difficult
|
-10%
|
Average
|
0
|
Fairly easy
|
+10%
|
Very easy
|
+20%
|
Why roll
|
+40%
|
I'm god right?
|
+60%
|
|