Difference between revisions of "Skill Use (Proficiency)"

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(Created page with " ==Skill Use== (rollin a d20 and trying to get under skill rating. Or... I dunno. Who knows, maybe we can make this shit like thac0 and create a DC system. It'd need to be t...")
 
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The DM may call for a Skill Check when a character takes action - or when action is taken against them. A player may also call to make a Skill Check in situations where they have something in mind.
  
==Skill Use==
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==Skill Checks==
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Skills can be used actively (by taking an action) or passively (in response to an action or some environmental effect). In either case, a Skill Check is made. This consists of a roll of a d20 plus modifiers from a relevant Skill and Attribute Score, in addition to any other circumstantial or enhancement modifiers a character may receive.
  
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For example, a character wishes to recall an obscure bit of magical lore that might let them identify an item. For this, they use Arcana (which has a +4) bonus, their Thaumaturgy specialty (granting them another +2) and their Intelligence modifier of +3. This grants them a +7 on the Skill Check.
  
(rollin a d20 and trying to get under skill rating. Or... I dunno. Who knows, maybe we can make this shit like thac0 and create a DC system. It'd need to be tweaked from its current form a little though.)
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==Difficulty Class==
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To succeed on a Skill Check, a character must roll equal to or greater than the Difficulty Class (or DC) of a given Skill Check, once all modifiers are included. Standard Difficulty Classes are listed below.
  
==Skill Rating==
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{| class="wikitable"
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!colspan="5"|Skill Check Difficulty
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|-
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| '''Difficulty Level''' || '''DC'''
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|-
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| Routine || 0
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|-
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| Easy || 5
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|-
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| Average || 10
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|-
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| Tough || 15
 +
|-
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| Hard || 20
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|-
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| Challenging || 25
 +
|-
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| Formidable || 30
 +
|-
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| Heroic || 35
 +
|-
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| Impossible || 40
 +
|}
  
===Skill Level===
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===Feat Check DC===
This is the level of the skill, based on the number of points spent on it (+1 if it is a class skill once you spend ANY points on it). We... may be using a thac0 like system now though. I think, for now, we'll use the default and offer "alternative methods" as well. Include "Traditional Skill System" that is not locked to Traditional games or anything but is simply "roll under attribute, +1 to effective attribute per skill level. We'll default to the Skill Rating = Modifier method but also list an alternative - To Hit Expert Level (THEL).
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Feat Checks are considered, in effect, a raw test of ability. Skill Feats are applicable to a wide array of checks and, as a result, less precise. As a result, if a character makes a Feat Check instead of a Skill Check, the DC increases by 5 points. Note - not all Skill Checks can be substituted for Feat Checks, only those the DM permits or specifically allow for one.
 
 
===Attribute Modifiers===
 
 
 
 
 
Default modifier is the highest stat listed for the skill in the day to day use though it may be swapped out, so, like, record Base Skill Rating, standard attribute modifier and then Skill Rating. So, like, if something has a skill rating of 12 and you have +3 str to it, record that as skill 12 +3 (str). Or, honestly, we just put the standard attributes next to the skill on the stats sheet and and the player can add it as needed basically. I dunno, we'll work it out.
 
 
 
===Synergy Modifier===
 
(If the character is at least trained in any one of the Skill Synergies, they receive a +1 to Skill Rating. If they are trained in all Skill Synergies, they gain +2)
 
 
 
==Skill Difficulty==
 
 
 
 
 
==original stuff for skill rating==
 
 
 
The amount of proficiency a character has determines their ability to use the skill and its forms.
 
 
 
Skill Rating
 
The base rating of all skills is 8. The character's Skill Rating is the target number plus the relevant attribute score, plus any synergy bonuses.
 
For example, a character has a Strength of 16 and is an Apprentice Carpenter. This gives them a Carpentry Skill Rating of 11.
 
If they later apprenticed in Engineering, this would increase their Carpentry Skill Rating to 12.
 
It is not necessary to write down all skills as, if a character is not proficient with them, their Skill Rating for them is 8 + Ability Modifier and uses the Untrained Skill section of the Stat's Sheet.
 
 
 
Skill Modifiers from Attributes
 
Attribute Score Skill Modifier
 
1 -5
 
2 -5
 
3 -5
 
4 -4
 
5 -3
 
6 -2
 
7 -1
 
8 -1
 
9 +0
 
10 +0
 
11 +0
 
12 +1
 
13 +1
 
14 +2
 
15 +2
 
16 +3
 
17 +4
 
18 +5
 
19 +5
 
20 +5
 
21 +6
 
22 +6
 
23 +7
 
24 +7
 
25 +8
 
 
 
 
 
 
 
 
 
 
 
Skill Rank
 
Each skill starts at Non-Proficient. Each Skill Rank costs 1 Skill point; being a Master of a craft requires 3 skill points normally. If the Skill is a General Skill or a Class Skill, the first point spent gives you a rank of Trained.
 
Every rank above Apprentice adds a +2 bonus to the Skill Rating.
 
 
 
Proficiency Level Skill Points Spent Base Skill Rating
 
Non-Proficient 0 8*
 
Apprentice 1 8
 
Trained 1 (class)/2 10
 
Journeyman 2 (class)/3 12
 
Master 3 (class)/4 14
 
Grandmaster 4 (class)/5 16
 
World Renowned 5 (class)/6 18
 
 
 
 
 
 
 
==new stuff to incorporate for difficulty==
 
 
 
now that Basic difficulty (Standard) isn't auto success, the first level of training (apprentice) gives you +5. After that +2 per point if its a Skill. If its an attribute feat its +1.
 
 
 
 
 
Routine = +10 Easy = +5 Basic = Standard Advanced = Hard (-5) Expert = Very Hard (-10) Formidable = -15 Heroic = -20 Impossible = -25
 
 
 
Untrained skills suffer the above penalties. Trained skills suffer 5 points less of penalty. Or something along those lines, we'll work it out.
 
 
 
 
 
A Skill check is described as being the LOWEST level the character could achieve success on. For instance, a Hard Skill Check requires the character succeed with a -5 penalty. If they would have succeeded with a -10 penalty, then it was a Very Hard success. (Nah, not this, now difficulty is an applied penalty to skill rating)
 
 
 
Training in a skill gives a character a +5 bonus and means they automatically succeed on Routine and Easy checks without a roll. (probably not this now then)
 
 
 
 
 
If a Feat check says the character can alternatively use a skill that is NOT a feat, decrease the effective difficulty by one step for using that skill.
 

Revision as of 12:08, 27 November 2018

The DM may call for a Skill Check when a character takes action - or when action is taken against them. A player may also call to make a Skill Check in situations where they have something in mind.

Skill Checks

Skills can be used actively (by taking an action) or passively (in response to an action or some environmental effect). In either case, a Skill Check is made. This consists of a roll of a d20 plus modifiers from a relevant Skill and Attribute Score, in addition to any other circumstantial or enhancement modifiers a character may receive.

For example, a character wishes to recall an obscure bit of magical lore that might let them identify an item. For this, they use Arcana (which has a +4) bonus, their Thaumaturgy specialty (granting them another +2) and their Intelligence modifier of +3. This grants them a +7 on the Skill Check.

Difficulty Class

To succeed on a Skill Check, a character must roll equal to or greater than the Difficulty Class (or DC) of a given Skill Check, once all modifiers are included. Standard Difficulty Classes are listed below.

Skill Check Difficulty
Difficulty Level DC
Routine 0
Easy 5
Average 10
Tough 15
Hard 20
Challenging 25
Formidable 30
Heroic 35
Impossible 40

Feat Check DC

Feat Checks are considered, in effect, a raw test of ability. Skill Feats are applicable to a wide array of checks and, as a result, less precise. As a result, if a character makes a Feat Check instead of a Skill Check, the DC increases by 5 points. Note - not all Skill Checks can be substituted for Feat Checks, only those the DM permits or specifically allow for one.