skill_points
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| skill_points [2020/01/03 17:49] – dungeonmaster | skill_points [2020/08/21 16:10] (current) – [Professions] dungeonmaster | ||
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| ===== Attributes ===== | ===== Attributes ===== | ||
| - | Attributes are increased in a straightforward way. When the attribute is between one and five, one skill point equals one attribute die. When the attribute is between six and ten, two skill points | + | Attributes are increased in a straightforward |
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| + | Here is how the purchasing of Attribute dice works. When the attribute is between one and five, one skill point equals one attribute die. When the attribute is between six and ten, two skill points | ||
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| + | See [[attributes|Attributes]] for more information on how these are used and why they might be important. | ||
| ===== Defenses ===== | ===== 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 " | + | 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 " |
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| + | See [[defense|Defense]] for more information on the ten Defenses and why they are important. | ||
| ===== Knowledge ===== | ===== Knowledge ===== | ||
| - | Knowledge, on the other hand, is more complex. Knowledge is divided into Attribute Knowledge, Mundane Knowledge, and Specialized Knowledge. | + | Unlike using Skill Points to " |
| ==== Attribute Knowledge ==== | ==== 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 addresses. Tightrope walking just fits under Coordination | + | 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 ==== | ||
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| The Disciplines, | The Disciplines, | ||
| + | ===== Professions ===== | ||
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| + | 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). | ||
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| + | ===== Attacks ===== | ||
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| + | 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.1578073795.txt.gz · Last modified: by dungeonmaster
