skill_points
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| skill_points [2020/01/01 20:56] – [Skill Points] dungeonmaster | skill_points [2020/08/21 16:10] (current) – [Professions] dungeonmaster | ||
|---|---|---|---|
| Line 3: | Line 3: | ||
| ====== Skill Points ====== | ====== Skill Points ====== | ||
| - | Skill points are essentially a unit of currency allotted to a character at startup and again with every experience level gained. The use of Skill Points in Dice Mob are very similar to how they are used in RPG video games. They are spent to increase the Attributes or Knowledge of a character so that character can face more difficult challenges. | + | Skill points are essentially a unit of currency allotted to a character at startup and again with every experience level gained. The use of Skill Points in Dice Mob are very similar to how they are used in RPG video games. They are spent to increase the Defenses, |
| To begin with, each character is allotted **ten** skill points. With each experience level increase, the character is awarded an additional **three** more skill points. | To begin with, each character is allotted **ten** skill points. With each experience level increase, the character is awarded an additional **three** more skill points. | ||
| - | Attributes | + | ===== Attributes |
| - | Knowledge, on the other hand, is more complex. Mundane knowledge is increased equal to the number | + | Attributes are increased in a straightforward though progressive way. Before increasing attributes through the addition of Skill Point, make sure that the attributes gained through your professions are added first. Then additional Attribute dice may be " |
| - | There are also five categories | + | Here is how the purchasing |
| - | The sub-pieces of knowledge, on the other hand, are increased by one die per skill point and can be increased indefinitely. The dice, in addition to being actual dice related to dice roll, also measure how the skill can be used through Skill Degrees. (See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for more information on Skill Degrees | + | See [[attributes|Attributes]] for more information on how these are used and why they might be important. |
| + | ===== Defenses ===== | ||
| + | |||
| + | Defenses are even more straightforward. One skill point adds one to any of the ten defenses the player wishes. On standard character sheets, this is placed into the " | ||
| + | |||
| + | See [[defense|Defense]] for more information on the ten Defenses and why they are important. | ||
| + | |||
| + | ===== Knowledge ===== | ||
| + | |||
| + | Unlike using Skill Points to " | ||
| + | |||
| + | ==== Attribute Knowledge ==== | ||
| + | |||
| + | Attribute knowledge is just a combination of skills a character can do based on a single attribute like Strength or Perception. Grouping them as such vastly reduces the amount of other knowledge that needs to be addressed specifically or " | ||
| + | |||
| + | ==== Mundane Knowledge ==== | ||
| + | |||
| + | Mundane knowledge is used for skills which don't just result in a simple skill check. They are generally more advanced than just lumping them together under Attribute Knowledge, but they aren't so advanced as to have a number of Disciplines beneath them including the ability to continually increase those Disciplines. | ||
| + | |||
| + | Mundane Knowledge is increased equal to the number of skill points each piece of knowledge has listed under the Skill Points to Learn. Generally this is one, but some of the more advanced skills cost more. All of these pieces of knowledge a character either knows or they don't. As mentioned before, there aren't any Degrees or Disciplines associated with these. | ||
| + | |||
| + | ==== Specialized Knowledge ==== | ||
| + | |||
| + | There are also five categories of knowledge--Weapon Proficiency, | ||
| + | |||
| + | ==== Disciplines ==== | ||
| + | |||
| + | The Disciplines, | ||
| + | |||
| + | ===== Professions ===== | ||
| + | |||
| + | At the GMs discretion, a character may also choose a profession using a skill point, but that profession would not gain any of the offensive skills, defensive skills, attributes, or knowledge that generally comes along with a profession that is chosen as part of the character creation process. It would come with any of the intangibles that a person of that profession would know, almost as if they'd learned it as some sort of hobby later on. The GM could require some or all of the Knowledge pieces to already be known before a profession can be chosen in this manner if it would stand to reason that they would have to know them to be of the profession. They might also require the characters to have participated in an adventure where that profession would reasonably be learned, at least to the level of a hobby (e.g. Whaler might be available as a choice of profession after concluding the adventure searching for the illusive white whale aboard a chartered whaling vessel). | ||
| + | |||
| + | ===== Attacks ===== | ||
| + | |||
| + | Unlike Defenses, Attacks cannot be simply increased using Skill Points. Attacks are increased through switching out Weapons, increasing Knowledge or Attributes, adding Weapon Proficiencies or dice under Disciplines, | ||
skill_points.1577912206.txt.gz · Last modified: by dungeonmaster
