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unbound:skills:skills [2024/05/10 22:03] tailkinkerunbound:skills:skills [2024/06/10 12:55] (current) – [Rolling 2 or 20] tailkinker
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 ====== Skills ====== ====== Skills ======
  
-Hours of practice, natural talent and honed instincts all combine to determine your character's capabilities.  Some actions are easy;  others require significant training to even attempt.+The capabilities of your character are multifaceted, drawing from various aspects of their background, innate abilities, and learned skills. Three primary factors contribute to a character's overall competence: hours of practice, natural talentand honed instincts.
  
-<WRAP right 40%> +The time and effort a character has invested in training and perfecting their skills play a crucial role in determining their capabilities. This is represented by training ranks invested in a skill.
-^Weapon Skills  ^ Attribute ^ +
-|[[~:Blades]]  | Dexterity | +
-|[[~:blunt|Blunt Weapons]]  | Body | +
-|[[~:Bows]]  | Dexterity +
-|[[~:Polearms]]  | Body | +
-|[[~:thrown|Thrown Weapons]]  | Dexterity | +
-|[[~:unarmed|Unarmed Combat]]  | Body | +
-|[[~:unbalanced|Unbalanced Weapons]]  | Body |+
  
-^Non-Weapon Skills  ^ Attribute ^ +Some characters possess an innate aptitude for certain skills or abilities, granting them an advantage over others who might have to work harder to achieve the same level of proficiency. This natural talent can be a result of genetic predisposition, unique physical attributes, or simply an inherent affinity for a particular skill, and it is represented by your attributes. 
-|[[~:Acrobatics]]  | Agility | + 
-|[[~:Arcana]]  | Education | +Over time, characters develop an intuitive sense for how to react in various situations, especially those related to their area of expertise. This instinctual understanding allows them to make split-second decisions and react more effectively in the heat of the moment. As characters gain more experience, their instincts become more finely tuned, enabling them to perform at a higher level and adapt to new challenges more quickly.  This is represented in game as skill improvements, or as features that directly improve skills. 
-|[[~:Athletics]]  | Body | + 
-|[[~:Crafting]]  | Education | +The combination of these three factors helps determine which actions are easy for a character to perform and which require significant training or experience to even attempt. By considering a character's practice, talent, and instincts, players can better understand their character's strengths and weaknesses, making informed decisions about how to develop their abilities and tackle the challenges they face throughout their adventures. 
-|[[~:Deception]]  | Charisma | + 
-|[[~:Diplomacy]]  | Charisma | +<WRAP right 40%> 
-|[[~:History]]  | Education | +^Weapon Skills  ^  Attribute 
-|[[~:Insight]]  | Charisma | +|[[Blades]]  |  Dexterity 
-|[[~:Intimidation]]  | Charisma | +|[[blunt|Blunt Weapons]]  |  Body  | 
-|[[~:Investigation]]  | Education | +|[[Bows]]  |  Dexterity   | 
-|[[~:Lore]]  | Education | +|[[Polearms]]  |  Body  | 
-|[[~:Medicine]]  | Foresight | +|[[thrown|Thrown Weapons]]  |  Dexterity 
-|[[~:Nature]] Education +|[[unarmed|Unarmed Combat]]  |  Body  | 
-|[[~:Perception]]  | Foresight | +|[[unbalanced|Unbalanced Weapons]]  |  Body  | 
-|[[~:Performance]]  | Charisma | +^Non-Weapon Skills  Attribute  
-|[[~:Religion]]  | Education | +|[[Acrobatics]]  Agility  
-|[[~:sleightofhand|Sleight of Hand]]  | Dexterity | +|[[Arcana]]  Education  
-|[[~:Society]]  | Education | +|[[Athletics]]  Body  
-|[[~:Stealth]]  | Agility | +|[[Crafting]]  Education  
-|[[~:Survival]]  | Foresight |+|[[Deception]]  Charisma  
 +|[[Diplomacy]]  Charisma  
 +|[[History]]  Education  
 +|[[Insight]]  Charisma  
 +|[[Intimidation]]  Charisma  
 +|[[Investigation]]  Education  
 +|[[Lore]]  Education  
 +|[[Medicine]]  Foresight  
 +|[[Nature]]  Foresight  
 +|[[Perception]]  Foresight  
 +|[[Performance]]  Charisma  
 +|[[Religion]]  Education  
 +|[[sleightofhand|Sleight of Hand]]  Dexterity  
 +|[[Society]]  Education  
 +|[[Stealth]]  Agility  
 +|[[Survival]]  Foresight  |
 </WRAP> </WRAP>
 ===== Skill Training ===== ===== Skill Training =====
  
-Over the course of your character's creation, and during play, you will often be given the chance to improve the training of a skill.  This is represented by increasing that skill's **training bonus**.  This is handled somewhat differently during character creation than it is when spending milestones.+Over the course of your character's creation, and during play, you will often be given the chance to improve the training of a skill.  This is represented by increasing that skill's **training ranks**.  This is handled somewhat differently during character creation than it is when [[unbound:characters:improvement|spending milestones]].
  
-During character creation, no skill can receive training bonus higher than a +1.  If you are directed to improve a skill that already has a +1 to its training bonus, you may not improve that skill.  Instead, choose any other skill you wish, and improve that skill instead.  If the skill that you were directed to improve comes from a pool of choices, you must choose a different skill from that pool, if possible.+During character creation, no skill can receive more than one training rank.  If you are directed to improve a skill that already has one training rank, you may not improve that skill.  Instead, choose any other skill you wish, and improve that skill instead.  If the skill that you were directed to improve comes from a pool of choices, you must choose a different skill from that pool, if possible.
  
-After character creation, when you spend milestones to gain the [[.:characters:improvement#Skill Training]] upgrade, you may improve skills past that initial +1.  However, you cannot select a skill to upgrade if that skill is higher than your current level.+After character creation, when you spend milestones to gain the [[unbound:characters:improvement#Skill Training]] upgrade, you may improve skills past that initial one rank.  However, you cannot select a skill to upgrade if that skill has more ranks than your current level.
  
-If you have even a single point of training in a skill, that skill is said to be **Trained**.  If you do not have any skill training, the skill is said to be **Untrained**.+If you have even a single rank in a skill, that skill is said to be **Trained**.  If you do not have any skill training, the skill is said to be **Untrained**.
  
 ===== Skill Bonus ===== ===== Skill Bonus =====
  
 Every skill will have a skill bonus.  This is added to the dice when you are asked to make a skill check.  A skill's bonus will be the total of the following: Every skill will have a skill bonus.  This is added to the dice when you are asked to make a skill check.  A skill's bonus will be the total of the following:
-  * The skill's training;+  * The skill's training ranks;
   * The skill's attribute;   * The skill's attribute;
   * Any specific bonuses granted by a class or feature.   * Any specific bonuses granted by a class or feature.
 +
 +==== Skill Target Number ====
 +
 +Many rules allow the use of a skill as a defence or as a target number.  To determine a skill's target number (TN), add 10 to your skill's total bonus.
  
 ===== Skill Check ===== ===== Skill Check =====
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 If you rolled less than the target number, then your roll is a **failure**. If you rolled less than the target number, then your roll is a **failure**.
  
-A special case for skill checks are attack rolls.  Rather than **success** or **failure**, they will be listed as **hit** or **miss**.+A special case for skill checks are attack rolls.  If a rule calls specifically for an attack roll, then it refers to a skill check, made with a weapon skill, against a target's defence.  Rather than **success** or **failure**, they will be listed as **hit** or **miss**.  Other than that, they are just a skill check. 
 + 
 +==== Trained and Untrained Actions ==== 
 + 
 +As a rule of thumb, if you are directed to roll a skill check, and that skill is Untrained, then you have [[unbound:dice#Favour andSlight|slight]] on that check. 
 + 
 +An action that states that its skill check must be made Trained will automatically fail if you do not have the skill Trained.  
 + 
 +An action that states that its skill check may be made Untrained does not impose slight on the skill check when you roll it Untrained. 
 + 
 +==== Rolling 2 or 20 ==== 
 + 
 +<WRAP 80% box round center> 
 +This is a purely optional rule;  your Director will inform you if this rule is in effect. 
 +</WRAP> 
 + 
 +Sometimes fate blesses or curses a character, causing the novice to succeed and the veteran to fail. 
 + 
 +If the 2d10 roll for a skill check is a 20, the skill check is a **Success** regardless of any modifiers or the Target Number.
  
 +If the 2d10 roll for a skill check is a 2, the skill check is a **Failure** regardless of any modifiers or the Target Number.
unbound/skills/skills.1715378590.txt.gz · Last modified: by tailkinker