Introduction
I’ve been wanting to give the
fighter a weapon drilling class feature, something focused on downtime so as to break
with the class’s combat-centric focus. A few blocks promptly presented
themselves, ripe for the stumbling.
Trusty as ever, the official
book’s version of training associates the learning of languages or “tools” to a fixed
number of days and a trivial amount of gold, coming across like your typical online
ad-scam, with the rest of the downtime activities equally reeking of
perfunctionism (apparently not even a word, but if anything all the more
fitting on account of it).
Even disregarding the above, the main curtain wall of the edition’s all too inclusive list of weapon proficiencies
granted each class stymies if not defeats the whole purpose right from the start and then, finally, the strong dish is presented as one realizes that, with proficiency being a binary element matched directly to level, learning a skill or weapon proficiency later
in a character’s career will result in a sudden performance jump from no bonus
(or a penalty) to a healthy +3, +4 or +5. Talk about late blooming.
The proverbial drop thus spilling the cup, here follows a short revision that’s been long overdue.
The proverbial drop thus spilling the cup, here follows a short revision that’s been long overdue.
All Trades Jacked
The game currently tracks between
three levels of training: “Inexperienced, Proficient, Master” corresponding to
“No modifier, proficiency modifier, double proficiency modifier”, the ubiquity
of this same modifier returning characters that are too uniformized, too
well-rounded and too simplistic.
I need a stopgap where I can find
balance between taoist realism and coastal wizard enablism. Something that'll conform to a workable gradient of complexity while ensuring the “chump-to-champ” syndrome of late skill acquisition is avoided.
Last I was here, I bemoaned the
thought of turning to skill ranks. Since no other solution presents itself and this can be implemented without compromising the
game’s bounded accuracy, let these moans be; trying it can’t hurt more than
countenancing the official book-bound scam of a system.
This’ll represent, by necessity,
a huge curbing in terms of power for each character, albeit a uniform one. No snowflakes were harmed.
The Level Structure
Levels, much like Hp, are a
conventioned abstraction that is largely left to what the beholder makes of it
and that stand up poorly to close scrutiny. Yet, no matter how eloquent the
argument that their strictures are inane, unrealistic, artificial and
unnecessary, they are ingrained as one of the main tenets of the game. The
designer is free to either question the substructural premises altogether or
work within them. I choose the latter.
Character advancement conforming
to a level structure is a design choice, one to which all kinds of consolidated
internal character growth should adhere to. This means things such as skill
learning aren’t something that happens in parallel or wholly outside this
structure, as the book’s take on this would have us believe. Money and time by
themselves are not sufficient to
unlock a character’s potential: he must make level.
The Crunch
Skill Tiers
- The general proficiency
modifier represents the upper limit of a character’s capabilities,
rather than the rating applied to each of them.
- Skills and weapon proficiencies receive a notation after
their name so as to indicate their level of training: 1, d4, d6, d8, d10 or d12,
corresponding to the proficiency modifiers 0, +2, +3, etc.
- A rank of “1” won’t give any
bonus by itself, but it does mean the character possesses the basic notions and
can make use of the skill, tool or weapon without penalties.
- New proficiencies of any sort
are first gained at rank “1”, unless determined otherwise.
- A starting character’s list of
skills, saves and weapon proficiencies come with an implied a rank of “1” in
each, customizable through five tier increases at chargen.
- A character’s skill
proficiencies are presumed to be continually trained during downtime: with every
level gained, a character increases tier on the player’s choice of three skills,
saves or weapons.
- Additional skill tier increases past the levelling minimum can be gained through the sucessful accomplishment of certain specialized
downtime actions.
Instruction
The capacity to instruct others in a skill or weapon
proficiency is accessed through class feature. It also requires that the teacher be proficient with the skill being taught, that the student
have some degree of innate potential for the subject matter (skills already latent can be improved but new skills cannot be granted wholecloth) and a period of time must be spent on intensive training.
- The instruction effort must be
made through a series of nigh-consecutive days totalling up to a number of months equal
to the new proficiency die’s size (minimum of three).
- Each individual skill or proficiency
can only be the object of successful training a single time per level.
- The students in a
group can number up to the teacher’s proficiency die, modified by his Wisdom.
- As the training’s duration is
fulfilled, each student rolls an Intelligence check [Intelligence, (DC 10 plus the new proficiency die total, further modified
by the instructor’s Wisdom)]; Failure means further training is
required and that the character will need to reenact the training period.
- Once success is attained, the
character is assumed to continue training on his own, slowly consolidating what
he learned during the high-intensity period of instruction into true
internalized knowledge that he may call upon. Upon making level, the character
increases the trained proficiency by one step.
- Hirelings, Retainers and other NPCs not generally possessed of levels instead receive basic training in a six month time frame and can progress no further.
- Hirelings, Retainers and other NPCs not generally possessed of levels instead receive basic training in a six month time frame and can progress no further.
This seems to be a great improvement on the original. I've been trying to find a solution to "Mary Sue proficiencies" for some time now.
ResponderEliminarDoes the d6 notation indicate that +d6 is added to the attack, or +3?
If my ability modifier is +2, is the highest proficiency I can attain +d4 and no further?
Nay, just the +3. I make use of both things but don't see them as exactly interchangeable, but rather some actions make explicit use of the d#, such as those involving distance - swimming, climbing, running - being instances where the fixed modifier would be too stable and not significant enough.
ResponderEliminarAnd yes, a general modifier granted by level of +2 would indicate a cap on any ability of +2/+d4.