What Am I Good At?
An Alternative Proficiency System for 1st
Edition Advanced Dungeons & Dragons
Every class
has tasks that it is good at, as indicated (or implied) in the character class
description. Thus, fighters know about
the care and maintenance of armour and weapons, a magic-user understands
arcana, a cleric is knowledgeable about religion, and so on.
In addition,
every character gets one roll on the Secondary Skill table. This indicates the character’s background
prior to adventuring. In addition, the
character gets to choose three Proficiencies from the following list. In some cases, depending upon the character’s
class and or race, he can choose from additional options as follows:
If the
character has any abilities that rely on percentile rolls (such as a thief’s
chance to hide in shadows or a gnome’s chance to detect unsafe walls, ceilings,
or floors), a Proficiency can be spent
to give this ability a +5% bonus. A
single-classed fighter, and only a single-classed fighter, can spend a
Proficiency to specialize with a weapon, or to double-specialize in a weapon
the fighter has already specialized in. (This replaces the use of weapon proficiency slots for specialization.)
Otherwise, a
Proficiency grants a +2 bonus to a related skill check, using the following
system.
If a
character’s background supports his knowing such a skill, the character may
attempt a skill check. If a character’s
background does not support a skill use, the character is not familiar with the
activity and cannot attempt to use the skill.
If there is ambiguity – for example, the character may have used the
skill somewhat but not regularly – the character may make a check with a -4
penalty. Finally, if the skill is
something that any adult could have a reasonable chance of attempting, then any
character can make a check.
Ability Score
|
Skill Check Modifier
|
3
|
–4
|
4-5
|
–2
|
6-7
|
–1
|
8-12
|
+0
|
13-14
|
+1
|
15-16
|
+2
|
17
|
+3
|
18
|
+4
|
18/01-50
|
+5
|
18/51-75
|
+6
|
18/76-90
|
+7
|
18/91-99
|
+8
|
18/00
|
+9
|
19
|
+5 (+10)*
|
20
|
+6
(+11)*
|
21
|
+7 (+12)*
|
22
|
+8
(+13)*
|
23
|
+9 (+14)*
|
24
|
+10
(+15)*
|
25
|
+11 (+16)*
|
* Numbers in
parenthesis apply to Strength scores only
|
Making a Skill Check
A skill check is made by rolling 1d20, adding the appropriate
ability score modifier, and comparing the result to the DC for the challenge. If the roll beats the challenge, the skill
check succeeds. Otherwise, it fails.
Some tasks are harder than others and Difficulty Class (DC)
allows us to gauge this.
·
DC 5 tasks are child’s play. Typically, these minor challenges aren’t
rolled unless there is a consequence for failure. Example: walking on a four-foot-wide castle wall
requires no check, but walking a four-foot-wide bridge across a yawning chasm
does, as there is a significant consequence to failure for this easy task.
·
DC 10 tasks are difficult. The weak and unskilled could not achieve
these tasks. If a character has the
Alertness Proficiency, he can attempt a DC 10 task (using his Wisdom skill
modifier) to negate surprise for himself only.
A character can attempt a DC 10 task to gain a +2 combat advantage (see
the Advanced Combat Rules pdf).
·
DC 20 tasks are feats of derring-do. It takes someone special to
accomplish these tasks. Examples:
leaping the gap between two city roofs, hurling a log at an oncoming bear, or
grabbing a pouch lashed to the saddle of a galloping stallion. If a
character has the Alertness Proficiency, he can attempt a DC 20 task (using his
Wisdom skill modifier) to negate surprise for himself and his companions. A character can attempt a DC 20 task to gain
a +4 combat advantage (see the Advanced Combat Rules pdf).
·
DC 30 tasks are hero’s work.
Only the most super-human characters attempt and succeed at these
tasks. A
character can attempt a DC 30 task to gain a +6 combat advantage (see the
Advanced Combat Rules pdf).
Sometimes two characters attempt opposite actions. In this case, roll a skill check for both
parties. The higher roll wins.
In some
cases, more than one check can be made to represent a longer contest, like a
game of chess. The winner is the one who
reaches either (1) a preset number of successes first, or (2) one character
“pulls ahead” of the other(s) by a preset number of successes.
Skill checks are designed for use when a system of abstract
rules is necessary to adjudicate a situation.
A skill check is only made when practical descriptions by the players
will not suffice.
List of Proficiencies
Alchemy
Alertness
Animal
Handling
Appraise
Arcana
Blind-Fighting**
Bluff
Boating
Calligraphy*
Charioteer
Driving
Climbing
Combat
Manoeuvre***
Court
Manners
Craft (Any,
Choose Specific Craft)
Dance
Diplomacy
Direction
Sense
Falconry
Fire-Building
Foraging
Fungus
Identification
Gambling
Gaming
Healing
Heraldry
Hunting
Iaijutsu*
Juggling
Jumping
Knowledge
(Any, Choose Specific Subject)
Musical
Instrument (Any, Choose Instrument)
Noh*
Origami*
Painting
Perform
(Any, Choose One Performance Type)
Profession
(Any, Choose Specific Profession)
Religion
Riding (Any,
Choose Mount Type)
Rope Use
Running
Saving Throw
Bonus (Choose One)****
Seamanship
Sense Motive
Signalling
Singing
Sound
Imitation
Swimming
Tea
Ceremony*
Tracking*****
Tumbling
Two-Weapon
Fighting**
Weapon Skill
(Any, Choose One Weapon Skill Group)
Weather
Sense
Wilderness
Lore (Choose Environment)
* This
Proficiency is limited to Oriental characters, unless DM approval is granted
for a specific exemption.
** This
Proficiency reduces the normal penalty by 2 each time it is selected, but
cannot result in a bonus.
*** This
Proficiency can only be selected by a fighter or a member of a fighter
subclass. This Proficiency reduces the
normal penalty for a manoeuvre by 2 each time that it is selected, but cannot
result in a bonus.
**** The
character gains a +1 bonus to saving throws made in one particular saving throw
category.
***** The
character does not gain the same information that a ranger would, but gets
instead the most basic information available from a set of tracks.
In addition,
a character can choose from anything the player can think of, subject to the
DM’s approval.
Improving Proficiencies
Using this
system, a single-class character gains a new Proficiency with every character
class level. A multi-class character
gains a new Proficiency when all classes have gained a new class level.
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