Skill Use(Proficiency)
Contents
Skill Use
Skill Rating
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.
Training in a skill gives a character a +5 bonus and means they automatically succeed on Routine and Easy checks without a roll.
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.