User Tools

Site Tools


skill_points

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
skill_points [2020/01/03 18:25] – [Knowledge] dungeonmasterskill_points [2020/08/21 16:10] (current) – [Professions] dungeonmaster
Line 14: Line 14:
  
 See [[attributes|Attributes]] for more information on how these are used and why they might be important. See [[attributes|Attributes]] for more information on how these are used and why they might be important.
 +
 ===== Defenses ===== ===== Defenses =====
  
Line 19: Line 20:
  
 See [[defense|Defense]] for more information on the ten Defenses and why they are important. See [[defense|Defense]] for more information on the ten Defenses and why they are important.
 +
 ===== Knowledge ===== ===== Knowledge =====
  
Line 25: Line 27:
 ==== 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 addressed specifically or "purchased" using Skill Points. Tightrope walking, for example, just fits under Coordination rather than requiring its own skill and its own purchase. Disarming a trap would also fit under Coordination. Tracking just fits under Perception as does finding a trap.+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 "purchased" using Skill Points. Tightrope walking, for example, just fits under Dexterity rather than requiring its own skill and its own purchase. Disarming a trap would also fit under Dexterity. Tracking just fits under Perception as does finding a trap.
  
 ==== Mundane Knowledge ==== ==== Mundane Knowledge ====
Line 40: Line 42:
  
 The Disciplines, on the other hand, can be increased by one die per skill point and can be so 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 and how they are determined.)  The Disciplines, on the other hand, can be increased by one die per skill point and can be so 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 and how they are determined.) 
 +
 +===== 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 ===== ===== Attacks =====
skill_points.1578075942.txt.gz · Last modified: by dungeonmaster