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