From: "Kevin L. Seachrist" This is the stripped-down version of my proficiency revision (I cut back on explanations so perhaps a few more of you will read it). I hope it warrants some feedback either privately or publically, as its subject matter is wide in its appeal and the rules are very easily implemented, and even can be smoothly worked into an ongoing campaign (simply assume all current proficiencies of PCs are fully learned, and start the new method from there). Have a look. ________________________________________________________________ DRAGONSHADOW'S REVISED PROFICIENCY SYSTEM: The Short Form ________________________________________________________________ BASIC PROCEDURE --------------- STARTING POINTS: When a character is initially generated, he or she gains 3 Training Points in place of each starting proficiency slot. Additionally, the character gains 3 TP per slot of additional languages according to Intelligence. These INT-based TP's may be used initially or spread out across the character's career (but see below for limitations on when they can be used). With each new level, a player character gains 1 TP, plus an additional 1 for every 7 current levels (round UP, so even at first level the PC has a total of 2 TP's to use, 3 at 7, 4 at 14). Note: if multi-classed, points accumulate as above for one of the two classes, the other gains 1 point per seven levels only (and not the automatic 1 base). Likewise, the INT bonus is for the character as a whole, not for each class in which he is training. Points may be shifted about freely between WP, NWP, and in the new category, Class-Based Proficiency, or CBP. They may also be spent for BASIC TRAINING in a new class (see below). Starting characters may spend enough points to gain full proficiency in any normally-allowed WP or NWP, or they may spread out their points over a greater number of skills, learning some only to partial- proficiency. As a means to limit the learning rate, from first level on, no more than TWO TP may be spent on a single proficiency or proficiency enhancement per level. This includes supplementation by INT bonus points. Additionally, no more than two INT-derrived TPs may be added onto any particular level's TP total (if a PC gets two TP, he can add no more than 2 of his INT-based TPs held over for future use). INT- based points cannot increase the fixed-rate of learning some skills, but rather allows additional skills to be picked up. ________________________________________________________________ WEAPON PROFICIENCY ________________________________________________________________ Non-Proficiency leads to Proficiency: Incremental Training ---------------------------------------------------------- Penalty: Increase all non-proficiency penalties (p.51) by one. This allows the penalty to be equal to the standard number of levels necessary to gain proficient use of a weapon. Each TP spent drops the non-proficiency penalty by 1 (so a warrior uses three TP to go from -3 to 0). This method allows either a gradual improvement (1 TP per level) or an accelerated improvement (2 per level, maximum). Optional Benefits Of Full Proficiency: Full-Time Parry (finally!) ----------------------------------------------------------------- At 0 non-proficiency penalty (otherwise known as proficiency), the weapon wielder automatically gains a -1 to AC as full time parrying against any MELEE blow (not missile shots) landed from the front or weapon side (both sides if it is a two-handed weapon). "Full time" means even when attacking that round. This bonus is cumulative if two proficient weapons are used ALL classes gain this benefit. If you learn the weapon, you learn how to block with it even while on the offensive. Specialization I: The Slightly Modified Standard Method ------------------------------------------------------- Once full proficiency is reached, the warrior may begin to specialize. The cost is equal to the non-proficiency penalty in TP's. Only warrior classes may specialize normally, though other classes may study specialization as a Class-Based Proficiency (see below). Specialization II: The Dragonshadow Method ------------------------------------------ Specialization is divided into three sub-categories: Placement, Defense, and Multiple-Attacks. Each increment of specialization is considered a "Degree." A maximum of three degrees may be purchased per form per weapon. Only 1 TP may be spent per form per level. Placement: +1 to hit and +1 damage PER degree. If you use Severity Rules, only the +1 to hit is relevant. Multiple Attacks: This is the most potentially powerful of the specialization forms, and requires at least the same degree of Placement to be purchased first. Each level of Multiple Attacks translates to an additional half-attack sequence per round (or round equivalent). Half-attacks carry over to the second round as normal. HOWEVER, if an attack sequence normally consists of two attacks (such as for arrows, or even the overly powerful flind-bar) then it is boosted to 3 total attacks with a single degree of Multiple Attack Spec. Defense: -1 to AC in addition to the -1 normally obtained upon gaining proficiency. TP Cost Multiple Att 3 Placement 2 Defense 2 Shield Enhanc.* 2 Shield Enhancement: if allowed for a particular class, this specialization increases the defensive value of the shield by -1 per degree obtained. (I credit Aerlevar for this suggestion). Other Enhancements: abilities such as weapon quickdraw, mounted combat, etc. may be purchased at varying costs (DM's discretion) for particular classes. I may present a list of some in the future. LIMITATION: ONLY 1 TP MAY BE SPENT ON ANY PARTICULAR TYPE OF SPECIALIZATION PER LEVEL, and only 2 TP total per weapon. The system may be further limited by allowing only the first degree of Placement (+1) for starting characters. The other specializations come about as a result of field experience beyond training with a mentor. ________________________________________________________________ NON-WEAPON PROFICIENCIES: INCREMENTAL BY THIRDS ________________________________________________________________ PROCEDURE --------- COSTS Cost for each 1/3 increment is 1 TP per slot of the NWP. So gaining full proficiency in Spoken Goblin costs 3 TP (a 1-slot skill under standard rules). Gaining full proficiency in Blind-Fighting costs 6 (2 slots). If the NWP is part of another class's list, cost is doubled as normal. Exception: taking Basic Training for a new class allows subsequent NWP's to be learned at normal cost. ABILITY CHECKS Calculate the ability check as for full proficiency. Now divide the total by 3 and apply the relevant number of thirds based on how many TPs have been spent thusfar (round down the final number). Record this number until more TPs are spent. (Example, to pass a spoken Goblin check, the character must roll vs. INT. With a 15 INT, he'd need a 15 with full proficiency, 5 with 1/3, or 10 with 2/3.) Note that situational modifiers are based on the adjusted (divided) ability check, not the undivided one. High-penalty activities should rightfully be out of reach to novices in a particular skill. MASTERY the cost is 2 TP per additional + to the ability check per standard "slot," not 3. ________________________________________________________________ CLASS-BASED PROFICIENCIES ________________________________________________________________ Short of a full, skills-only system (which TSR may or may not deliver adequately--we shall see) I offer the following supplement for classes that allows more flexibility in minor cross-training. BASIC TRAINING -------------- Basic Training is the intro course to a new class. It's the overview of philosophical and practical elements of the profession, and, as such, opens doors and serves as a springboard rather than granting new abilities in and of itself. It makes further pursuit in the class quite a bit easier. DUAL-CLASSING: If the character wants to eventually dual-class, she must first complete Basic Training in the new class. Any race may dual-class. MULTI-CLASS: The PC must sacrifice 3 starting TP to Basic Training in each of the classes beyond one. COST Basic Training costs a mere 3 TP. Up to 2 TP may be spent on it per level, so learning the basics of a new class takes more than 1 level's worth of time. FIGHTER BASIC TRAINING Completion of this BT allows further weapon proficiency training and specialization to be gained as a fighter (i.e. 3 TP for full proficiency in a new weapon, etc.). Exception: multiple attacks is handled separately (see below). This does NOT affect THAC0 progression otherwise, however. ROGUE BASIC TRAINING Allows a 0% in all rogue abilities, and a 0-level backstab. Additional % or level-equivalent can be purchased as below. MAGE BASIC TRAINING Completion of this basic training DOES NOT impart Read Magic capability, or allow the trainee to use wizardly items. Rather, it imparts the basics of magical control, and allows the casting of 1 cantrip per day, plus 1 cantrip for every 5 points of INT. It also allows the further acquisition of particular mage spells (see below). PRIEST BASIC TRAINING The basic rituals keyed to a particular deity are taught. Additionally, this 3 level period (the time necessary to complete BT) is a test of faith. ________________________________________________________________ CLASS-BASED PROFICIENCIES ------------------------- None of the abilities automatically gained by a class are available to outsiders (such as a paladin's Protection from Evil or a Ranger's automatic two-weapon proficiency, or a druid's ability to shape- change)--these are either divine gifts for service or the result of immersed training, not the more casual proficiency training. Only those skills which improve by level are eligable as Class-Based Proficiencies. WARRIOR CLASS-BASED PROFICIENCIES --------------------------------- Thac0 is always calculated for the primary, non-warrior class a PC belongs to. A trainee in warrior proficiencies may learn any specialization form at normal warrior costs, except multiple attacks, which have their own method for the CBP trainee. MULTIPLE ATTACKS: For the latter, the trainee must spend a number of TP's equal to the level necessary to gain the desired number of attacks under the "Warrior's Attacks Per Round" table (p.26). Example, to gain 3 attacks per two rounds, a trainee would need to spend 7 points, or 13 points total for 2 attacks per round. ONLY 1 TP MAY BE SO DEVOTED PER LEVEL. ROGUE CLASS-BASED PROFICIENCIES ------------------------------- Each TP spent on a Thieving skill allows a +5%. No more than two TP (buying +10%) may be spent per level or per skill. No adjustments for races or dexterity are used. BACKSTABBING: a maximum of 1 TP per level may be spent gaining the equivalent of 1 rogue level of backstabbing ability, including bonuses and damage multiples. MAGE CLASS-BASED PROFICIENCIES ------------------------------ A new spell costs 1 TP for each of the ability levels needed to cast it (a FIREBALL is castable by a 5th level mage, so it costs 5 points) and only one TP may be spent on it per level. It may be cast once per day. Multiple spells may be studied each level if the PC has enough TP to do so. LEVEL BOOST: After a spell is learned, 1 TP may be spent per level in addition to the amount spent learning it to increase the equivalent casting level or to allow an additional casting of the same spell (maximum of 3 per day). Choice of extra spell or extra level must be made when spending the TP. Note: this ability does not confer the power to cast scroll spells or even to read magic. The PC learns only the spell to which he or she devotes the points. PRIEST CLASS-BASED PROFICIENCIES -------------------------------- First of all, turning undead is impossible to those learning priestly abilities as proficiencies (assuming the deity even imparts such power). Turning is more a gauge of devotion than an acquired skill. Perhaps this stricture could be waived in special cases when the CBP trainee has shown exemplary devotion to the god (but would still then cost appropriate TPs at 1 per equivalent level). The CBP trainee learns specific spells much like a mage CBP trainee. The god does not grant full priestly sphere access, after all, but rather "special case" status to the pleas of the trainee for that particular spell. A new spell costs 1 TP for each ability level necessary to cast the spell (a Cure Disease costs 5 TP, since the priest must be 5th level to cast it). It may be cast once per day. Multiple spells may be learned each level if the PC has enough TP to do so. LEVEL BOOST: After a spell is learned, 1 TP may be spent each level in addition to the base amount to increase the equivalent casting level or to increase the daily number of castings of a particular spell (max. of 3). OTHER PRIESTLY ABILIITIES AND RESTRICTIONS: In order to study under the priests of a particular deity, some or all of the restrictions imposed upon the clergy itself might be likewise placed upon the trainee (including weapon/armore restrictions). LEARNING CBP WITHOUT BASIC TRAINING: This is a silly waste of TP for all but the most casually interested, but if a PC really wants to go the direct route, it requires double the TP for all costs involved. Only 1 TP per level per proficiency can be spent this way, as training comes hard to the true greenhorn. Option: don't allow CBP training without Basic Training. PLAYER CHARACTERS AS MENTORS: A PC may teach Basic Training to another upon attaining 5th level. ----------------------------------------------------------------- There ya go. Comments of any sort, public or private, are greatly appreciated. / \ | \ /( \ | )\ / \_____( )|)/) )____/ \ / \ _-^ ) / \ / \_ /^ ) _/ \ / _ \ -v-- ) / _ \ / _/ \ __ \ / \ / __ / \_ \ / __/ \ | \ DRAGONSHADOW / | / \__ \ | / \ Mech-Smith and Persona-fier / \ | |/ (a.k.a. Kevin Seachrist) \| | kevster@brahms.udel.edu |