Difference between revisions of "Sage Ability"

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[[File:Sage Ability.jpg|right|560px|thumb]]
 
[[File:Sage Ability.jpg|right|560px|thumb]]
'''Sage Abilities''' describe a wide number of skills and training that blocks out the game character's [[Knowledge Points|knowledge points]] and skilled capabilities. Sage abilities are organized into [[Sage Study|sage "studies"]] subject matter headings — which are, in turn, subordinate to larger branches of scholarship called [[Sage Field|sage "fields"]]. Intentionally, all character knowledge and mundane abilities are contained in the heading of "sage abilities," including a great many others that directly affect game elements such as magical research, combat, the game's setting and even religious communication with the gods.
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'''Sage Abilities''' encompass a broad range of skills and training that define a character's [[Knowledge Points|knowledge points]] and specialised capabilities. These abilities are organised into [[Sage Study|sage "studies"]], which serve as subject headings, and are further grouped under broader categories known as [[Sage Field|sage "fields"]]. The system is designed to encompass all aspects of character knowledge and mundane abilities, including those that influence game mechanics such as magical research, combat, worldbuilding and even divine communication.
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Most sage abilities incorporate elements of craftsmanship, detailed knowledge of the world, physical conditioning, mental development and magical practices that do not involve direct spellcasting. There are over a thousand sage abilities, many of which are currently just concepts outlined by this wiki. Over time, more of these abilities will be fully developed, and new ones will continue to be introduced. Due to their vast number, most player characters will never possess more than a fraction of them. However, as every character — player and non-player alike — is defined by their sage abilities, there will always be individuals in the world who specialiae in even the most obscure fields of knowledge.
  
Most sage abilities are a mixture of crafts, detailed knowledge about the world, adjustments to physical fitness, mental endowments and practices surrounding magic of a non-spellcasting nature. There are literally more than a thousand sage abilities, most of which are little more than an idea proposed by this wiki. As time goes on, more and more identified sage abilities will be described and "fleshed out," while more are bound to be proposed in the future.  There are so many that most abilities may never be directly possessed by the player characters; but as the occupation and knowledge of every worldly character, player and non-player alike, is described through their sage ability, someone, somewhere in the world, will be an expert in that particular bit of knowledge.
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== Acquiring Abilities ==
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Once a character's [[Ability Stats|ability stats]] have been generated and their [[Character Class|class]] selected, the player chooses one of the available sage fields. Most classes have four sage fields, though the [[Druid (class)|druid]] has three and the [[Bard (class)|bard]] — an unusual class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are classified as “in field” for the character, while all other studies and abilities available to the class are considered "out of field."
  
== Acquiring Abilities ==
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The player then selects a study within the chosen field. Generally, each field contains four studies, though variations exist. Each study includes a set of sage abilities, some of which become part of the character's repertoire. There is no point-buy system involved; rather, advanced sage abilities become accessible as the character gains levels, as described below.
Once the character's [[Ability Stats|ability stats]] have been generated and the character's [[Character Class|class]] is chosen, the player chooses one of their available sage fields.  Most classes have four fields.  The [[Druid (class)|druid]] has three and the [[Bard (class)|bard]] — a very odd class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are described, for the character, as "in field."  All other studies and abilities available to the class are "out of field."
 
  
Next, the player chooses a study in that field; there are usually four studies available, but some variance occurs.  Each study includes a set of sage abilities, some of which become part of the character's repertoire.  There is no "point buy" involved, but advanced sage abilities require the character to obtain a higher level; this is described below.
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Sage abilities represent actions the character is able to perform. For example, a druid with the study of [[Oceanography (sage study)|oceanography]] is automatically capable of [[Swimming (sage ability)|swimming]] well — no die roll is required. The same character would also possess full knowledge of tides, understand which waters are safe, know the best fishing locations and be familiar with the basics of sailing. These abilities are assumed as part of the character's knowledge and do not require additional verification.
  
"Abilities" are things the character is able to DO.  '''For example''', a druid that possesses the study of [[Oceanography (sage study)|oceanography]] is automatically able to [[Swimming (sage ability)|swim]] well.  No die roll is necessary.  The same character would also have full knowledge of the tides, where the water is safe, what are the best places to fish and how to sail.  None of these things are in question.  Knowing these things, and the abilities they provide, rounds out the character's relationship with the game setting, defining what they know and what capabilities they have.  Likewise, it defines what the character doesn't know, and what the character can't do. If a character does not possess sailing ability, the character can't function as a sailor — although they could follow directions and acquire the ability over time. This is done through [[Instruction (sage study)|instruction]].
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This system defines not only what the character can do but also what they cannot do. A character without sailing ability is incapable of functioning as a sailor, though they may still follow directions and gradually acquire the skill over time. This is achieved through [[Instruction (sage study)|instruction]].
  
 
== Ability Ranking ==
 
== Ability Ranking ==
Starting with childhood, characters have no knowledge at all; being [[Experience Level|levelled]], they begin their schooling at ten, progressing into higher learning for their character class by the age of 13 to 15. Prior to entering the campaign, the character accumulates 10 knowledge points, enough to rate as an '''"amateur"''' in their chosen study, whereupon the character will have two or more sage abilities.  Thereafter, as the character progresses in [[Experience Level|experience levels]], they gain additional knowledge points; these are scattered across multiple studies, both in and out of their fields.  As these points accumulate, the character becomes an amateur in other studies, acquiring additional sage abilities.
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Starting with childhood, characters begin with no knowledge at all. As [[Experience Level|levelled]] individuals, their formal schooling starts at the age of ten, with more advanced training for their character class beginning between ages 13 and 15. Before entering the campaign, a character accumulates 10 knowledge points, which is sufficient to reach "amateur" status in their chosen study. At this stage, they acquire two or more sage abilities, forming the foundation of their expertise.
  
With time, the character reaches 30 points in a particular sage study, becoming an '''"authority"''' and unlocking additional sage studies representing a furthering of the character's knowledge. With even more points, the character can become an authority in still other studies, each of which brings more abilities. This progresses further when the character becomes an '''"expert"''' (60 knowledge points) and eventually a '''"sage"''' (100 points).  Progressively, the character develops from knowing a few things to becoming a rounded expert on most abilities associated with the character class's whole range of abilities, which could number as many as sixty or seventy.
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As the character advances in [[Experience Level|experience levels]], they gain additional knowledge points, which are distributed across multiple studies, both within and outside their primary fields. Over time, these accumulated points allow the character to become an amateur in other studies, progressively acquiring new sage abilities in different areas of knowledge.  Upon reaching 30 knowledge points in a single study, the character attains "authority" status. At this level, they unlock new sage studies that reflect a deeper and more specialised understanding of their field. Further progress allows them to achieve authority in multiple studies, each providing additional abilities. This progression continues as the character reaches "expert" status at 60 points and eventually "sage" status at 100 points.
  
So long as the character continues to level, this progress inevitably occurs. The order in which sage abilities are gained, and the extent to the status-ranking each study can reach, depends on early choices the player makes about the character's interests.
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As knowledge accumulates, the character evolves from having basic familiarity with a handful of abilities to becoming a well-rounded expert, mastering dozens of abilities within their class's scope — potentially covering sixty to seventy different skills.  As long as the character continues to gain levels, this intellectual progression is inevitable. However, the order in which sage abilities develop and the extent to which each study advances depends on the early choices the player makes regarding the character's interests and focus.
  
 
== Non-Player Characters ==
 
== Non-Player Characters ==
Persons throughout the game world, from children to hostile humanoids to certain intelligent monsters, have varying degrees of knowledge in different studies ... and therefore sage abilities of their own. Many [[Non-player Characters|non-player characters]] (NPC) without an experience level are functioning as [[Cooking (sage ability)|cooks]], [[Mahout (sage ability)|mahouts]], [[History (sage study)|historians]], [[Play Instrument (sage ability)|musicians]], [[Brewing (sage ability)|brewers]], [[Moneylending (sage ability)|moneylenders]], [[Begging (sage ability)|beggars]], [[Farming (sage ability)|farmers]] and so on, each of which may have between 10 and 50 points of knowledge specifically in one sage ability, all of which is gained through instruction and none through gaining experience levels.  These persons have no skill at gaining a wide range of knowledge in many studies or multiple fields ... yet they can train a levelled person how to [[Gemcutting (sage ability)|cut a diamond]] or [[Horse Handling I (sage ability)|ride a warhorse]] as well as anyone.
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Throughout the game world, individuals — including children, hostile humanoids and intelligent monsters — possess varying degrees of knowledge in different studies, granting them their own sage abilities. Many [[Non-player Characters|non-player characters]] (NPCs) without an experience level still function as skilled specialists in their respective trades, such as [[Cooking (sage ability)|cooks]], [[Mahout (sage ability)|mahouts]], [[History (sage study)|historians]], [[Play Instrument (sage ability)|musicians]], [[Brewing (sage ability)|brewers]], [[Moneylending (sage ability)|moneylenders]], [[Begging (sage ability)|beggars]] and [[Farming (sage ability)|farmers]]. These NPCs may have between s0 and 50 points of knowledge in a specific sage ability, acquired entirely through instruction rather than by gaining experience levels.
  
For the most part, there's little need to exactly determine the extent of an NPC's knowledge, unless the character is of great importance. Many persons won't have a single amateur-status ability, being uneducated, poor, unable to learn or as yet too young to acquire the necessary knowledge. However, with many sage abilities — such as those associated with [[Athletics (sage study)|athletics]], for example — even a single point of knowledge brings some benefits.
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Unlike levelled characters, such individuals do not develop a broad range of knowledge across multiple studies or fields. However, they remain valuable sources of expertise and can provide training in specialised skills. A skilled gemcutter can teach a levelled character to [[Gemcutting (sage ability)|cut a diamond]], just as an experienced horse trainer can instruct someone in [[Horse Handling I (sage ability)|riding a warhorse]], regardless of their own lack of combat experience or adventuring ability.
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In most cases, the precise extent of an NPC's knowledge does not need to be determined unless they hold particular importance to the campaign. Many individuals may lack even a single amateur-status ability, whether due to poverty, lack of education, physical or mental limitations or simply being too young to have acquired meaningful knowledge. However, in certain fields — such as [[Athletics (sage study)|athletics]] — even a single point of knowledge may provide noticeable benefits, allowing for minor but practical improvements in a character's physical ability.
  
 
== Gaining Additional Abilities ==
 
== Gaining Additional Abilities ==
As stated already, additional knowledge points can be learned through [[Instruction (sage study)|instruction]].  The particulars are described through the link. Any character can learn any sage ability from any character class, provided they are able to successfully continue their training and they can find an instructor of sufficient knowledge to train them further in that ability.
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As previously stated, additional knowledge points can be acquired through [[Instruction (sage study)|instruction]], the specifics of which are detailed in the linked study. Any character, regardless of class, may learn any sage ability, provided they are able to successfully continue their training and can locate an instructor with sufficient knowledge to advance their understanding of that ability. There are no restrictions based on class, meaning a character can expand their expertise beyond their initial studies, provided they dedicate the necessary time and effort to learning.
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See [[Progenitor]]
  
[[Category: Don't Review until 2022]]
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[[Category: Reviewed]]

Latest revision as of 05:27, 17 February 2025

Sage Ability.jpg

Sage Abilities encompass a broad range of skills and training that define a character's knowledge points and specialised capabilities. These abilities are organised into sage "studies", which serve as subject headings, and are further grouped under broader categories known as sage "fields". The system is designed to encompass all aspects of character knowledge and mundane abilities, including those that influence game mechanics such as magical research, combat, worldbuilding and even divine communication.

Most sage abilities incorporate elements of craftsmanship, detailed knowledge of the world, physical conditioning, mental development and magical practices that do not involve direct spellcasting. There are over a thousand sage abilities, many of which are currently just concepts outlined by this wiki. Over time, more of these abilities will be fully developed, and new ones will continue to be introduced. Due to their vast number, most player characters will never possess more than a fraction of them. However, as every character — player and non-player alike — is defined by their sage abilities, there will always be individuals in the world who specialiae in even the most obscure fields of knowledge.

Acquiring Abilities

Once a character's ability stats have been generated and their class selected, the player chooses one of the available sage fields. Most classes have four sage fields, though the druid has three and the bard — an unusual class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are classified as “in field” for the character, while all other studies and abilities available to the class are considered "out of field."

The player then selects a study within the chosen field. Generally, each field contains four studies, though variations exist. Each study includes a set of sage abilities, some of which become part of the character's repertoire. There is no point-buy system involved; rather, advanced sage abilities become accessible as the character gains levels, as described below.

Sage abilities represent actions the character is able to perform. For example, a druid with the study of oceanography is automatically capable of swimming well — no die roll is required. The same character would also possess full knowledge of tides, understand which waters are safe, know the best fishing locations and be familiar with the basics of sailing. These abilities are assumed as part of the character's knowledge and do not require additional verification.

This system defines not only what the character can do but also what they cannot do. A character without sailing ability is incapable of functioning as a sailor, though they may still follow directions and gradually acquire the skill over time. This is achieved through instruction.

Ability Ranking

Starting with childhood, characters begin with no knowledge at all. As levelled individuals, their formal schooling starts at the age of ten, with more advanced training for their character class beginning between ages 13 and 15. Before entering the campaign, a character accumulates 10 knowledge points, which is sufficient to reach "amateur" status in their chosen study. At this stage, they acquire two or more sage abilities, forming the foundation of their expertise.

As the character advances in experience levels, they gain additional knowledge points, which are distributed across multiple studies, both within and outside their primary fields. Over time, these accumulated points allow the character to become an amateur in other studies, progressively acquiring new sage abilities in different areas of knowledge. Upon reaching 30 knowledge points in a single study, the character attains "authority" status. At this level, they unlock new sage studies that reflect a deeper and more specialised understanding of their field. Further progress allows them to achieve authority in multiple studies, each providing additional abilities. This progression continues as the character reaches "expert" status at 60 points and eventually "sage" status at 100 points.

As knowledge accumulates, the character evolves from having basic familiarity with a handful of abilities to becoming a well-rounded expert, mastering dozens of abilities within their class's scope — potentially covering sixty to seventy different skills. As long as the character continues to gain levels, this intellectual progression is inevitable. However, the order in which sage abilities develop and the extent to which each study advances depends on the early choices the player makes regarding the character's interests and focus.

Non-Player Characters

Throughout the game world, individuals — including children, hostile humanoids and intelligent monsters — possess varying degrees of knowledge in different studies, granting them their own sage abilities. Many non-player characters (NPCs) without an experience level still function as skilled specialists in their respective trades, such as cooks, mahouts, historians, musicians, brewers, moneylenders, beggars and farmers. These NPCs may have between s0 and 50 points of knowledge in a specific sage ability, acquired entirely through instruction rather than by gaining experience levels.

Unlike levelled characters, such individuals do not develop a broad range of knowledge across multiple studies or fields. However, they remain valuable sources of expertise and can provide training in specialised skills. A skilled gemcutter can teach a levelled character to cut a diamond, just as an experienced horse trainer can instruct someone in riding a warhorse, regardless of their own lack of combat experience or adventuring ability.

In most cases, the precise extent of an NPC's knowledge does not need to be determined unless they hold particular importance to the campaign. Many individuals may lack even a single amateur-status ability, whether due to poverty, lack of education, physical or mental limitations or simply being too young to have acquired meaningful knowledge. However, in certain fields — such as athletics — even a single point of knowledge may provide noticeable benefits, allowing for minor but practical improvements in a character's physical ability.

Gaining Additional Abilities

As previously stated, additional knowledge points can be acquired through instruction, the specifics of which are detailed in the linked study. Any character, regardless of class, may learn any sage ability, provided they are able to successfully continue their training and can locate an instructor with sufficient knowledge to advance their understanding of that ability. There are no restrictions based on class, meaning a character can expand their expertise beyond their initial studies, provided they dedicate the necessary time and effort to learning.


See Progenitor