Success and Failure | Construction Time | Artisans, Craftsmen, and Other NPCs | Optional Bonuses | Craftsman Proficiencies |
Adventuring Proficiencies | - | - | - | Experience Points for Proficiencies |
- | - | DSG | - | - |
Character proficiencies
governing the use of weapons have long
been a part of the AD&D
game. The OA rules
introduced nonweapon proficiencies for
artistic, practical, and
social categories. In the DSG,
the concept
of proficiencies is expanded to include
a number of common
skills that can {aid} characters in underground
exploration and survival.
The proficiencies herein
represent an optional addition to the
rules set, usable at the DM’s choice.
If proficiencies are available
to the PCs, then NPCs should also
be allowed to earn them, or the balance
of the game will suffer.
All characters start
play with a number of proficiency slots at
1st level. Depending on the character’s
class, some or all of these
can be filled by weapon training. Slots
that are not devoted to
!weapons can then be assigned to other
skills. Characters are not
required to fill all of their proficiency
slots; those not filled can be
saved and used at a later time. Once a
proficiency slot has been
filled, however, it cannot be changed
for any reason. Table 10:
Character Proficiencies lists the number
of proficiencies allotted
to each character class, the number of
proficiencies that must be
assigned to weapon and nonweapon areas,
and the number
gained per level.
Table 10: Character Proficiencies
Class of Character | Initial #
of Proficiencies Weapon/Nonweapon |
Add Proficiency Per Level
Weapon/Nonweapon |
CAVALIER* | 3/2 | 1/1 per 2 levels |
Paladin | 3/2 | 1/1 per 2 levels |
CLERIC | 2/3 | 1/1 per 4 levels |
Druid | 2/3 | 1/1 per 5 levels |
FIGHTER | 4/2 | 1/1 per 3 levels |
Barbarian | 6/3 | 1/1 per 2 levels |
Ranger | 3/2 | 1/1 per 3 levels |
MAGIC-USER | 1/3 | 1/1 per 6 levels |
Illusionist | 1/3 | 1/1 per 6 levels |
THIEF | 2/3 | 1/1 per 4 levels |
Acrobat | 2/3 | 1/1 per 4 levels |
Assassin | 3/2 | 1/1 per 4 levels |
MONK | 1/1 | 1/1 per 2 levels |
BARD | As other classes | 1/1 per 4 levels |
* 0th-level horsemen and 0th-level lancers have one non-weapon proficiency.
lnitial #of Proficiencies shows
the number of proficiencies that
the character has at 1st level. The number
to the left of the slash
is the number of WPs; the number to the
right is
the number of NWPs. Characters must fill
the
slots with the appropriate type of skill.
Add Proficiency per Level lists
the number of experience levels
that must be gained before the character
is entitled to add
another proficiency. For example, 1/1
per 4 levels means that the
character must advance four levels to
earn an additional skill
in both the weapon and nonweapon categories.
First level
is included when counting levels.
Under normal conditions, there is no chance
of failure involved
when characters attempt to use most NWPs.
A boatwright, for example,
given all of the tools of his trade,
plenty of raw materials,
and time, is able to produce a boat to any
realistic set of specifications.
If the same boatwright is stranded
in a dank underground cave
with a few pieces of rope and whatever
driftwood happens to float
by, however, he must make a Proficiency
Check to determine whether
his attempt to build a crude
boat is successful. <add
to boatwright>
A Proficiency Check for use of a proficiency
is necessary in two
cases: to determine if the specific task
is performed within a
given set of limitations (as in the boatbuilding
example), or to
gauge the quality of a piece of work when
such an evaluation is
desired.
A Proficiency Check is made exactly like
an Ability Check. The
player rolls 1d20 and compares the result
to the character’s ability
score in the area listed for that proficiency.
In many cases, a
proficiency will be listed with an Ability
Check modifier (see the
specific proficiencies). This is a die
roll modifier. Thus, a +3
makes a d20 roll of 12 equal to a 15.
In addition, as a character
uses additional proficiency slots to improve
a given proficiency
(instead of adding a new one), the proficiency
die roll modifier is
increased by 2 for each additional slot.
When the check is to determine the quality
of workmanship, a
successful roll means that the work is
of superior craftsmanship.
The exact amount of success determines
the degree of perfection,
so that a 20 equals a nearly flawless
creation. If the character
sells this product, the price earned is
from 110%-200% of
what would normally be offered.
Regardless of modifiers, whenever a Proficiency
Check results
in a 3 or less, the attempt to use the
proficiency fails.
Construction
Time
Many proficiencies list a specific amount
of time required for
the use of the proficiency. This time
requirement assumes that
the character devotes his entire working
day to his proficiency. If
the character takes time out to hunt,
fight, or yield to any other
distractions, the time required to accomplish
the task should be
correspondingly increased.
In addition to the weapons proficiencies
described in the PH & UA, characters can learn proficiencies
in various areas related to underground
exploration.
Since all characters spend time engaged
in pursuits other than
combat, these NWPs reflect abilities gained
through noncombat activities.
Nonweapon proficiencies allow players an
additional opportunity
to develop well-rounded characters. A
variety of nonweapon
proficiencies can help ensure the survival
of a character and his
party. Players are encouraged to distribute
NWPs
among their characters.
23
NWPs also provide a means of adjudicating
PC’s use of Secondary
Skills, as generated by the
table on DMG
page 12. Characters who have earned Secondary
Skills in their campaign should be granted
proficiencies in these
areas of skill. Converting Secondary Skills
to proficiencies
requires one
proficiency slot for every one or two
Secondary
Skills. Thus, characters with two Secondary
Skills can earn proficiencies
in both areas by using only one proficiency
slot. Since
some Secondary Skills do not have corresponding
proficiencies
in these rules, they continue to function
as normal Secondary
Skills.
This section includes two types of proficiencies:
adventuring
proficiencies and craftsman proficiencies.
Adventuring proficiencies
represent skills that increase a character’s
capacity for dealing with the underground
environment.
Some useful adventuring proficiencies
include climbing, swimming
and boating. Craftsman
proficiencies generally represent
skills that help a character prepare for
adventuring, and these
skills often require a great deal more
equipment and resources
than adventuring skills do. Weaponsmith,
smelter, and
boatwright are proficiencies of the craftsman
class.
Peaceful proficiencies are acquired during
characters’ free
time. There are normally gaps between
adventures and there
may even be unoccupied hours during the
course of the adventures
themselves. These free periods allow characters
sufficient
time to learn and develop new skills.
The only requirements for learning a proficiency
are that the
character have the necessary tools at
hand and, when first learning
the skill, be in an environment where
he can receive training
and guidance from those skilled in the
art. To learn to build a boat
effectively, a character must have a body
of water available, the
wood, skins, reeds, or other material
that he intends to build the
boat with, and the presence and cooperation
of a skilled boat
builder.
It may occasionally be possible for a character
to obtain a magical
item that can aid in the use of a given
proficiency. Such items
are only useful if the character possesses
the appropriate proficiency.
If the proficiency is known, the magical
item can either
improve the success rate of the character
when employing the
proficiency, or improve the quality of
the product or function of the
proficiency.
Proficiencies can also be improved as characters
advance in
levels and gain access to more proficiency
slots. When a slot is
added, it can be used to augment an existing
proficiency instead
of adding a new one. The modifier (the
number that is added to
the appropriate ability score for Proficiency
Checks) of a proficiency
thus enhanced is increased by two. For
example, a character
with a miner proficiency modifier of -1
could increase that
rating to 1 by adding an additional slot
of proficiency to his miner
skill.
Artisans, Craftsmen, and Other NPCs
The NWPs are skills that can be learned
by
adventurers in addition to their primary
vocations. Naturally, most
adventurers do not have a great deal of
time in which to pursue
these extra skills.
Characters who do not devote much of their
time to the mastering
of character class skills, however, tend
to become even more
proficient in nonweapon skills than PCs.
These artisans
devote their lives to perfecting proficiencies
that do not
involve adventure && combat.
In order to calculate the proficiency rating
of these characters
at an appropriately accomplished rate,
a conversion is necessary.
NPCs who
do not claim a weapon proficiency should be
<2>: allowed to claim two
nonweapon proficiency slots after passing
through a period of training for a peaceful
skill. This means that a
character has progressed through the apprenticeship
to the journeyman
stage of his craft.
After one to four years of practice as
a journeyman, the character
advances to the master level of his profession,
and is granted
<3>: an additional proficiency
slot. For every four years of work thereafter,
<+1>: he gains an additional
proficiency slot. Thus, as a master
craftsman gains decades of experience,
he becomes very skilled
at what he does. This creates a more realistic
representation of
the roles of such skilled noncombatant
characters.
<WP>: A character with an adventuring
character class can elect to
gain peaceful proficiencies in lieu of
weapon proficiencies. As the
character advances in level, he can elect
to gain one additional
NWP slot at a cost of one weapon proficiency
slot. He cannot, however, gain additional
weapon slots by sacrificing
nonweapon slots.
The DM, as always, is allowed to modify
and expand on the
rules for NWPs. If, for example, an armorer
has
has access to a particularly strong type
of metal, the DM might
allow the character to produce a limited
amount of improved nonmagical
+ 1 or +2 armor.
Additional modifiers can be added based
upon a character’s
background, if this has been developed
for campaign purposes.
If a character spent much of his youth
as an apprentice to a
skilled weaponsmith, the DM can rule that
the character’s lessons
were so thorough that he can gain automatic
proficiency as
a weaponsmith.
24
Q: Say, what's up
with the DSG proficiencies
system? The modifiers for
increased skill seem to
penalize
rather than reward, and
the conditions
for doing a great job seem
to
be exactly wrong. What gives?
A: OK, OK, OK, already!
You're right --
there is something wrong
with the DSG NWP
system. Our
thanks to all the players
and DMs who
wrote (more or less politely)
and informed
us of this fact.
The original system was changed
during
the final playtesting period
that took place
while the book was being
edited. We went
through the manuscript and
thought we
had caught all the places
where the text
needed to be changed. We
missed a couple
of simple ones, and this
caused a tremendous
problem in the system.
The solution is simple. The
column on
Tables 11 and 13 (pages
25 and 26, respectively)
that reads "Die Roll Modifier"
should read "Ability Modifier."
Also, every
place you see "die roll
modifier" in the
Proficiencies section, change
it to "ability
modifier." This is what
was originally intended,
so that adding proficiency
slots
improves your character's
skills. Notice
that the proficiencies with
negative modifiers
are the most difficult to
master in
this corrected system. <check
that this is corrected>
The second change that needs
to be
made involves the discussions
of Proficiency
Checks that grant extraordinarily
good or bad results (these
unusual results
come from the Proficiency
Check roll
itself, not from a separate
roll to deter-
mine extraordinary success
or failure).
The numbers mentioned in
those passages
should be reversed (i.e.,
change "1" to "20,"
"20" to "1," "3 or less"
to "18 or greater:
etc.). For example, at the
top of page 26, it
says that a roll of 20 increases
the range of
the bow or arrow by + 2".
This should say
that a roll of 1 grants
this increase, Similar
passages also exist in the
weaponsmith
and direction-sense proficiencies.
And
don't forget to change the
paragraph on
page 23 (right above the
"Construction
Time" heading) to say that
a check of 18 or
greater is a failure! <check
that this is corrected>
(118.58)
<check the WSG proficiencies,
and make sure that everything is consistent>
NONWEAPON PROFICIENCIES (CRAFTSMAN)
Craftsman Proficiencies
Each proficiency on Table 11: Craftsman
Proficiencies gives
the number of proficiency slots required
to gain that proficiency.
In addition, any die roll modifiers that
apply to the Proficiency
Check are listed.
Remember, the Proficiency Check is made like
an Ability Check.
When the slots required number is marked with
an asterisk, a Proficiency Check is required
every time that proficiency
is used. The appropriate ability score
to use for the Proficiency
Check is given for each Proficiency.
Table 11: CRAFTSMAN PROFICIENCIES
Proficiency | Slots
Required |
Appropriate
Ability |
Ability
Modifier |
Animal Trainer | 1* | Wis | 0 |
Armorer | 2* | Int | -2 |
Blacksmith | 1 | Str | 0 |
Boatwright | 1 | Int | -2 |
Bowyer/Fletcher | 1* | Dex | -1 |
Carpenter | 1 | Str | 0 |
Gem Cutter | 2 | Dex | -2 |
Leatherworker | 1 | Int | 0 |
Miner | 2 | Wis | -3 |
Potter | 1 | Dex | -2 |
Smelter | 1 | Int | -2 |
Stonemason | 1 | Str | -2 |
Weaponsmith | 3* | Int | -3 |
Weaver | 1 | Int | -1 |
<check to see if the Die
Roll Modifiers are correct (not inversed)>
<once confirmed, then
add headings to each of the individual skill descriptions>
* This proficiency requires
a d20 roll for success each time it is used.
Gond (god
of crafts)
25
Table 13: ADVENTURING PROFICIENCIES
Proficiency | Slots
Required |
Appropriate
Ability |
Die Roll
Modifier |
Animal Noise | 1 | Wisdom | -1 |
Blind-Fighting | 1 | NA | NA |
Boating | 1 | Wisdom | +1 |
Direction Sense | 1* | Wisdom | +1 |
Endurance | 2 | NA | NA |
Fire-building | 1 | Wisdom | -1 |
Fishing | 1* | Wisdom | -1 |
Fungus Identification | 1 | Intelligence | +6 |
Healing | 2* | Wisdom | +2 |
Mountaineering | 1 | NA | NA |
Riding <mount> | 1 | Wisdom | +3 |
Rope Use | 1 | Dexterity | 0 |
Slow Respiration | 1 | NA | NA |
Sound Analysis | 1 | Wisdom | -1 |
Swimming | 1 | Strength | 0 |
* This proficiency requires a d20 roll for success (Proficiency Check) each time it is used.
NA: Not Applicable
means that use of this proficiency never
requires a Proficiency Check and thus
these categories do not
26
27
28
Experience Points for Proficiencies
Use of proficiencies by PCs does NOT result
in
XP awards. Since PCs spend their lives
adventuring,
any uses of NWPs serve primarily to augment
the adventuring, and thus do not warrant
experience
awards.
NPCs who make a living through the use
of
NWPs may gain XP from proficiency
use, in order to go up in level. Such
characters should gain
1d4 hit points for each level. The primary
purpose of advancing is
to gain additional proficiency slots,
and the NPCs can thus
improve their performance as their careers
advance.
If NPCs are advanced this way, simply use
the level advancement table for fighters
to determine the intervals between each level.
The NPC should gain one XP for every two
gp of income netted by his business.
This system may require that the DM keep
careful records for a
large number of NPCs. As with many things,
it might be easier to
simply assign these characters additional
levels of ability as time
goes by, without recording each NPC’s
actual income.
29
Quote:
Originally Posted by eyebeams
Hi Gary,
It's great to read about the rules you're using in your personal D&D game (and in fact, I hope some enterprising fellow with web skills I don't have compiles them -- I'd like to try them out!).
My question is: How do you handle non-theiving, non-combat tasks? Do characters have an AD&D style trade profession, or has it just not come up?
Heh...
When most of the play is action-based, there isn't much need to check on non-cmbat tasks. When needed, though, I do have a chack made against a stat, with such modification as I deem appropriate for the circumstances.
Cheers,
Gary
Quote:
Originally Posted by eyebeams
Thank you. Are these checks
on 1d20? 3d6?
D20 so as to have a level
prbability curve
Quote:
Originally Posted by eyebeams
I'm thinking I might use
a mix of your idea and the AD&D system. Maybe I'll give each character
one "trade." Tasks where that trade applies are made with a 4d6 (roll under)
check. If the character doesn't have the trade, it's 5d6 or impossible.
Maybe at a high enough level you can choose a second trade or to jump to
"Master" level, rolling on 3d6.
You might want to check
out Castle Zagyg, Yggsburgh, when it's released.
I have a skills system in
there to make things more interesting for character class individuals,
both PCs and NPCs.
It is very general and without
a lot of rules and cases, more guidlines for the Gm than anything else.
Quote:
Originally Posted by eyebeams
I'm also interested in the
idea of using hit dice for checks (kind of like you did when you talked
about orcs grappling a PC). I wonder what else I could apply that to? Lots
of good ideas there.
Most applicable to conflict
situation resolution, I should think...
Quote:
Originally Posted by eyebeams
I see. A d20-roll version
of my idea, then, would be a lot like what I've heard about C&C. maybe:
Unskilled: -6 to the effective
attribute
Journeyman: -3 to the affected
attribute
Master: No penalty.
Actually, -4 and -8 might be better, but maybe a bit hard for heroic characters . . .
Perhaps, then we give starting characters one trade skill (just like in AD&D) and add either Master status or a new trade at, say, 4th, 7th and 10th level (I'd keep this low level). I like the fact that a Name level character might be a master of the trade of his or her youth and one learned later during adventuring, or four different, lightly known fields.
Why not have the PCs have
to expend some XPs to move up in their skill just as they need them for
class level?
...
Quote:
Originally Posted by eyebeams
Thanks for the inspiration,
Gary!
Sharing the enjoyment of
the creative muse<biggrin>
Cheers,
Gary
<note: at higher levels,
this could be a problem - prespos>
Quote:
Originally Posted by eyebeams
...
...Still, I'm worried about it looking too much like third edition multiclassing.
Having PCs with abilities
that qualify for the comic book superhero role is not desirable in a FRPG,
I concur.
If you have secondary skills,
be sure to keep them as just that--secondary and not powerful in application,
uncertain in application.
Cheers,
Gary
Quote:
Originally Posted by John
Drake
Hello Gary!
Now, just to harken back
to a couple of posts reagarding the creation a second edition for AD&D,
back when you were still with TSR: so, when you were thinking about this
at the the time, was it because you really felt the game needed it or was
there some sort of demand from the gaming public at the time? Now, while
I did play the 2e that did come out, I personally felt it was not a great
improvement upon your original work, in fact, I always thought that a diluting
occured (ranger class being a prime example) and one I never fully understood.
Indeed, I wanted make the
revised AD&D system more akin to the material in UA, to ass a few new
character classes, and put in some skills ala those I added in the C&C
game so as to make the characters, particularly the NPCs, less cookie-cuter.
Quote:
Originally Posted by haakon1
Hmmm, how would you translate
levels to medieval guild positions?
...
Or this:
1st = apprentice
5th = journeyman
9th = master
I vote for the "Or this"
ranking with the following additions:
2nd = seasoned apprentice
3rd = skilled apprentice
4th = senior apprentice
6th = experienced journeyman
7th = journeyman of merit
8th = senior journeyman
10th = senior master
12th = grand master
13th = guild master
14th = past master
Gary
Quote:
Originally Posted by haakon1
... I guess that's a way
of saying "journeyman" or at least you're ready to solo completely/your
training is now complete.
Few persons are ever at
their maximum potential.
There is always benefit
to further study, prectice, and actual experience
Cheers,
Gary
Quote:
Originally Posted by Ron
I agree. I am glad you liked
the concept too.
I was thinking about taking out the NWP system and I was wondering if this move wouldn't hurt the balance of the Oriental Adventures characters. However, I downloaded your C&C file and, although I only quickly read it, sounds pretty good. The multiclassing rule is clearly superior to the one found in AD&D and the skill bundles looks like a better system than the NWP from late AD&D. Is that a new design or something you were considering to your second edition AD&D?
Anyway, thanks for the comments.
Ron
Welcome!
I was indeed considering
something akin to what I did for the C&C system in regards to secondary
skills for a revised edition of AD&D.
Of course the current material
I put together is influenced by what I created for the Lejendary Adventure
RPG, thus more developed that what I was working on back in the 80s.
Cheers,
Gary
Quote:
Originally
Posted by Erekose
Presumably
Lejendary Adventures would give me a clue but I haven't yet had the opportunity
to look at that game.
The
Lejendary
Adventure game is skill-bundle-based, rules light, and although it
has the same spirit as AD&D, it is quite different, with no character
classes, archetypical avatars created by choosing an Order, and otherwise
complete freedom to build a game persona of vitrually any sort.
For an example of what I would have done regarding skills in a revsied addition of AD&D, check out the C&C game's skills, for I added those to the rules when I wrote the Castle Zagyg, Yggsburgh book a couple of years or so back. These are skill bundles also, can be purchased with XPs, and for NPCs some confer levels in class as well as conveying skills.
Cheers,
Gary