Difference between revisions of "Knowledge Points"

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: '''For example''', the [[Fighter (class)|fighter]] Rask has 23 points of knowledge in the study of [[Horseback Riding (sage study)|horseback riding]].  This gives him 23 points in each sage ability within that study, including [[Horse Handling I (sage ability)|riding]], [[Horse Feeding & Diet (sage ability)|feeding]] and [[Domesticate Horses (sage ability)|domesticating]] a horse.  However, another individual, Jared, might only have 23 points in just riding a horse, without the whole study's additional knowledge.  Thus Jared would ride as well as Rask, but he wouldn't have skills in caring for a horse or even [[Horse-mounted Combat I (sage ability)|riding a horse in combat]], as Rask would.  
 
: '''For example''', the [[Fighter (class)|fighter]] Rask has 23 points of knowledge in the study of [[Horseback Riding (sage study)|horseback riding]].  This gives him 23 points in each sage ability within that study, including [[Horse Handling I (sage ability)|riding]], [[Horse Feeding & Diet (sage ability)|feeding]] and [[Domesticate Horses (sage ability)|domesticating]] a horse.  However, another individual, Jared, might only have 23 points in just riding a horse, without the whole study's additional knowledge.  Thus Jared would ride as well as Rask, but he wouldn't have skills in caring for a horse or even [[Horse-mounted Combat I (sage ability)|riding a horse in combat]], as Rask would.  
  
== Gaining Knowledge ==
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== Choosing Studies and Fields ==
For [[Player Characters|player characters]], it's assumed their youths required much training in making them a character class.  Each class has access to [[Sage Ability|sage abilities]] through the following links:
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For [[Player Characters|player characters]], it's assumed their youths required much training in making them a character class.  Each class has access to sage abilities through the following links:
  
 
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Each of the above pages shows a number of [[Sage Field|sage fields]]; there are usually four fields for each class.  [[Druid (class)|Druids]] have only three.  [[Bard (class)|Bards]] have sixteen.  Within each field there are a set of
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Each of the above pages shows a number of [[Sage Field|sage fields]]; there are usually four fields for each class.  [[Druid (class)|Druids]] have only three.  [[Bard (class)|Bards]] have sixteen.  In creating a 1st level character, the players choose just one field from their character class.  This becomes their "chosen field."
  
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Within each field there are a set of "studies."  Studies in a chosen field are called "in-field"; other studies are called "out-of-field."  Characters are now allowed to pick on of their in-field studies as their "chosen study."  This gives each character one chosen field and one chosen study.
  
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If a character is [[Multi-class Characters|multi-classed]], then he or she may choose one field for the total of all the fields in whatever classes the character possesses.  The study in that field is then chosen normally.  Multi-classed characters do not start with multiple fields.
  
Depending on the class to which they belong, they are allowed to choose '''one''' knowledge "[[Sage Field|field]]," which is a collection of three or more "studies."  From that "chosen field", they may choose one study that is their "chosen study."  Upon making that choice, the character receives 12 pts. of knowledge in that study — enough to achieve "amateur-status." This status will be explained after.  Further knowledge is gained in that chosen study with each additional level by rolling a d12 and adding it to the total.
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== Assigning Knowledge ==
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Part of the character creation process is to assign knowledge points to every study the character has, both in and out of their chosen field.  This involves a die roll for each, as follows:
  
The remaining studies in the character's chosen field are called "secondary studies." For all classes except for druids, characters will receive '''1d8 minus 1''', or 0-7 pts. in each of these secondary studiesDruids gain '''1d6 minus 1''' (0-5 pts.)With each additional level, the character rolls this total again, adding it to their total knowledge in each secondary study.
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: '''Chosen study in the chosen field.''' Player characters automatically receive 12 pts. in this study at 1st levelNon-player characters would roll a d12When both player and non-player characters achieve a new level, an additional 1d12 is rolled, with this number being added to the character's previous total.  Thus, a 2nd level character would have 12 + 1d12 points of knowledge in that study.
  
For studies outside the character's chosen field — called "outside studies" — the character rolls '''1d4 minus 1''', or 0-3 ptsThis applies to all classesAgain, with each experience point gained, characters add this same amount to their total.
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: '''In-field studies.'''  These are the non-chosen studies in the character's chosen field.  Each receives 1d8 -1 points of knowledge, or a number ranging from 0 to 7.  This is the same for both player and non-player charactersThen, when a character reaches a new level, a d8 -1 is rolled again, and the new number added to the character's previous totalThus, a 2nd level character would have 2d8 -2 points of knowledge in each non-chosen study in their chosen field.
  
As the number of points exceeds the threshold for amateur-, authority-, expert- and sage-status knowledge, the character increases the number of their abilitiesAdditionally, as player characters advance, they gain opportunities to upgrade secondary studies to chosen studies, and outside fields to chosen fields — changing the studies in those fields from "outside" to "secondary."
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: '''Out-of-field studies.'''  These are all other studies the character has.  Each receives 1d4 -1 points of knowledgeExcept that a d4 rather than a d8 is used, the accumulation of points works the same for these studies as for in-field studies.
  
==== Non-player Characters ====
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Druids and bards both work differently from the aboveBe sure to examine the pages on those classes closely when assigning knowledge points.  [[Knowledge Points#Upgrading Fields and Studies|See below]] on how to increase the number of knowledge points characters can add to their studies at higher experience levels.
Non-player characters (NPCs) are nearly as efficient as players in gaining knowledge and thus sage abilitiesHowever, instead of starting with 12 points, as characters do, a 1st level classed NPC starts with 7-12It can be understood that "7" is the minimum number needed to pass the process of becoming a classed character.
 
  
Younger NPCs who possess one or more sage abilities, gained through instruction — often within a guild or apprentice system — commonly have 10-15 pts. in that abilityThese will gain 1-3 additional points of knowledge in their [[Progenitors|profession]] until achieving authority-status.  Thereafter, they will need to become levelled to gain any further sage abilities.
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== Status ==
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A character's '''status''' within a sage study is determined by the number of knowledge points they have. The lowest status is "unskilled." This status offers no sage abilitiesEach status above unskilled (amateur, authority, expert and sage) provides new sage abilities as that level of knowledge is unlocked.
  
== Knowledge Status ==
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=== Amateur ===
'''Status''' describes those thresholds already named above: amateur, authority, expert and sage.
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'''Amateur-status abilities''' are unlocked and made available to characters who have 10 or more points of knowledge in that study.  '''For example''', an amateur [[Burglary (sage study)|burglar]] possesses five different abilities: [[Appraisal I (sage ability)|appraisal I]], [[Break & Enter (sage ability)|break & enter]], [[Case Building (sage ability)|case building]], [[Detect Concealed Door (sage ability)|detect concealed doors]] and [[Lookout (sage ability)|lookout]].  The number of sage abilities in a given study or at a given status varies.
  
==== Amateur ====
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On the whole, amateur abilities convey a familiarity with the subject, while offering minimal practical applicationThere are things characters are able to do, but most abilities of this status focus on facts, background and understandingSome of this ss given to characters during their initial training, but as the character gains levels, more is steadily accumulated from whatever sources happen to be around in the game worldThese are assumed to exist, just as characters are assumed to be interested in conversations with others about these topics, and in surveying any books and other writings they happen to encounter.
These have between 10 and 29 knowledge points in a given studyHaving become amateurs, they gain all the sage abilities that study offers at that level of status.  '''For example''', an amateur [[Burglary (sage study)|burglar]] possesses five different abilities: [[Appraisal I (sage ability)|appraisal I]], [[Break & Enter (sage ability)|break & enter]], [[Case Building (sage ability)|case building]], [[Detect Concealed Door (sage ability)|detect concealed doors]] and [[Lookout (sage ability)|lookout]]The number doesn't matter; some studies have more, others have less.
 
  
In general terms, an "amateur" is someone with considerable familiarity in the subject but limited practical experience.  There are things they're able to do, but most sage abilities of this status are focused on facts, background or understanding of the field.  This has accumulated through their interests during training or in the various schools of learning they've attendedThey haven't yet been able to practice this knowledge in depth.  Once an amateur accumulates 30 points in a study, he or she becomes an "authority."
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=== Authority ===
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'''Authority-status abilities''' are unlocked and made available when the character reaches 30 knowledge in the studyThis brings new sage abilities, more practical and effective than those an amateur has.
  
==== Authority ====
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Authorities view the study with occupational experience.  They're fully competent regarding the ordinary components and procedures involved, enabling them to make things and express their craft proficientlyUsing rules of thumb, they've gathered the foreknowledge to respond to unexpected situations; their abilities reflect this.
These have between 30 and 59 knowledge pointsBecoming an authority increases the character's possessed sage abilities — and these abilities are often much more powerful than those of an amateur.
 
  
An "authority" has the ability to see the study with occupational experienceThey're fully competent regarding the ordinary components and procedures involved, enabling them to make things and express their craft proficientlyUsing rules of thumb, they've gathered the foreknowledge to respond to unexpected situations; their abilities reflect thisOnce an authority accumulates 60 points of knowledge, the threshold to "expert" is crossed.
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=== Expert ===
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'''Expert-status abilities''' are unlocked and made available when the character reaches 60 knowledge in the study.  Again come a group of new sage abilities, some of which verge on bending the rules of natural law.  Experts have knowledge in a magical world that permit new ideals and conceptionsSuch persons are ready to move outside the framework of their profession, exploring each study on the fringes of its innovation.   
  
==== Expert ====
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=== Sage ===
These have between 60 and 99 knowledge pointsThis status again brings a group of new sage abilities, some of which will verge upon minor magical effects, moving beyond the limitations of knowledge possessed in the mundane worldExperts moderately transcend the ordinary rules of reality, explaining the origin of many D&D elements and conceptsCharacters with this level of awareness often move outside the framework of their professions, choosing to further explore each study on the fringes of innovation.  Once an expert accumulates 100 points of knowledge, he or she becomes a "sage."
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'''Expert-status abilities''' are unlocked and made available when the character reaches 100 knowledge in the studyThese are the last sage abilities the character gains within this studyAt this point, very unusual opportunities and powers come into the character's possession, allowing all manner of creation and investigation into the absurd and multi-varied universeFor the most part, it takes some time to accumulate this many points, with most characters achieving sage-status when above the 15th level of experience.
  
==== Sage ====
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== Upgrading Fields and Studies ==
These have 100 knowledge points or moreThey are the true arbiters of the game world, having vast powers, magical and otherwise, at their disposalThey have the ability to bring around great benefit or woe to others.  Stronger than the most powerful monsters, often in personal contact with the gods, sages have also accumulated a long life experience teaching them to be patient and inconspicious in their purposes.
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As characters move upwards in experience levels, they reach a point where they may upgrade a study or a field in order to gain knowledge points more quickly.
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=== Studies ===
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When a character reaches '''5th level''', they are permitted to select '''a different study''' inside their chosen field.  This elevates the study from non-chosen to chosen ... and increases the number of accumulated knowledge in that study going forwardAll previously achieved knowledge remains unchanged.
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: For example, Olivia the Thief has just turned 5th level.
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As the number of points exceeds the threshold for r-, authority-, expert- and sage-status knowledge, the character increases the number of their abilitiesAdditionally, as player characters advance, they gain opportunities to upgrade secondary studies to chosen studies, and outside fields to chosen fields — changing the studies in those fields from "outside" to "secondary."
  
== Translating Knowledge ==
 
Within the game structure of experience levels and thresholds from one status to the next, the instant appearance of various abilities upon gaining sufficient experience is reasonably called out for their suddenness.  It should be remember that the events of these character's lives and their comprehension of things, like gained hit points, improved combat abilities and additional spells, are presented as a '''game''' — and not a simulation of real life.
 
  
We may therefore imagine each character is occupied in constant self-examination of themselves and the surrounding world.  Things they were told in training they didn't fully understand, but have now been able to explore, account for some changes.  Events witnessed on streets or along roads, glossed over as the game's focus is spent on adventure, may give credence to others.  Long hours of practice while waiting for others to heal; chance meetings with members of their own interests that occur between shopping journeys or in the common rooms of inns; a book that's picked up and read through, that happened to be in the home of a temporary patron; or a spontaneous lecture given one evening upon the town green ... there are plenty of opportunities for players to pick up, here or there, some new trick, some clever new ability, some hidden untrained talent.
 
  
We need not overconcern ourselves with how these things are known — only how they influence the game, and the character's choices in what matters to them.
 
  
  

Revision as of 21:34, 14 October 2023

Knowledge Points.jpg

Knowledge points, or simply "knowledge," most often measures a character's status in a general sage study. Knowledge accumulates through gaining experience levels and special instruction.

In the case of non-levelled persons, by means of instruction or one's progenitor, knowledge points can also be applied to a single sage ability — in which case, additional knowledge of the accompanying study is not possessed. Most non-levelled characters possess knowledge in this latter fashion.

For example, the fighter Rask has 23 points of knowledge in the study of horseback riding. This gives him 23 points in each sage ability within that study, including riding, feeding and domesticating a horse. However, another individual, Jared, might only have 23 points in just riding a horse, without the whole study's additional knowledge. Thus Jared would ride as well as Rask, but he wouldn't have skills in caring for a horse or even riding a horse in combat, as Rask would.

Choosing Studies and Fields

For player characters, it's assumed their youths required much training in making them a character class. Each class has access to sage abilities through the following links:


Each of the above pages shows a number of sage fields; there are usually four fields for each class. Druids have only three. Bards have sixteen. In creating a 1st level character, the players choose just one field from their character class. This becomes their "chosen field."

Within each field there are a set of "studies." Studies in a chosen field are called "in-field"; other studies are called "out-of-field." Characters are now allowed to pick on of their in-field studies as their "chosen study." This gives each character one chosen field and one chosen study.

If a character is multi-classed, then he or she may choose one field for the total of all the fields in whatever classes the character possesses. The study in that field is then chosen normally. Multi-classed characters do not start with multiple fields.

Assigning Knowledge

Part of the character creation process is to assign knowledge points to every study the character has, both in and out of their chosen field. This involves a die roll for each, as follows:

Chosen study in the chosen field. Player characters automatically receive 12 pts. in this study at 1st level. Non-player characters would roll a d12. When both player and non-player characters achieve a new level, an additional 1d12 is rolled, with this number being added to the character's previous total. Thus, a 2nd level character would have 12 + 1d12 points of knowledge in that study.
In-field studies. These are the non-chosen studies in the character's chosen field. Each receives 1d8 -1 points of knowledge, or a number ranging from 0 to 7. This is the same for both player and non-player characters. Then, when a character reaches a new level, a d8 -1 is rolled again, and the new number added to the character's previous total. Thus, a 2nd level character would have 2d8 -2 points of knowledge in each non-chosen study in their chosen field.
Out-of-field studies. These are all other studies the character has. Each receives 1d4 -1 points of knowledge. Except that a d4 rather than a d8 is used, the accumulation of points works the same for these studies as for in-field studies.

Druids and bards both work differently from the above. Be sure to examine the pages on those classes closely when assigning knowledge points. See below on how to increase the number of knowledge points characters can add to their studies at higher experience levels.

Status

A character's status within a sage study is determined by the number of knowledge points they have. The lowest status is "unskilled." This status offers no sage abilities. Each status above unskilled (amateur, authority, expert and sage) provides new sage abilities as that level of knowledge is unlocked.

Amateur

Amateur-status abilities are unlocked and made available to characters who have 10 or more points of knowledge in that study. For example, an amateur burglar possesses five different abilities: appraisal I, break & enter, case building, detect concealed doors and lookout. The number of sage abilities in a given study or at a given status varies.

On the whole, amateur abilities convey a familiarity with the subject, while offering minimal practical application. There are things characters are able to do, but most abilities of this status focus on facts, background and understanding. Some of this ss given to characters during their initial training, but as the character gains levels, more is steadily accumulated from whatever sources happen to be around in the game world. These are assumed to exist, just as characters are assumed to be interested in conversations with others about these topics, and in surveying any books and other writings they happen to encounter.

Authority

Authority-status abilities are unlocked and made available when the character reaches 30 knowledge in the study. This brings new sage abilities, more practical and effective than those an amateur has.

Authorities view the study with occupational experience. They're fully competent regarding the ordinary components and procedures involved, enabling them to make things and express their craft proficiently. Using rules of thumb, they've gathered the foreknowledge to respond to unexpected situations; their abilities reflect this.

Expert

Expert-status abilities are unlocked and made available when the character reaches 60 knowledge in the study. Again come a group of new sage abilities, some of which verge on bending the rules of natural law. Experts have knowledge in a magical world that permit new ideals and conceptions. Such persons are ready to move outside the framework of their profession, exploring each study on the fringes of its innovation.

Sage

Expert-status abilities are unlocked and made available when the character reaches 100 knowledge in the study. These are the last sage abilities the character gains within this study. At this point, very unusual opportunities and powers come into the character's possession, allowing all manner of creation and investigation into the absurd and multi-varied universe. For the most part, it takes some time to accumulate this many points, with most characters achieving sage-status when above the 15th level of experience.

Upgrading Fields and Studies

As characters move upwards in experience levels, they reach a point where they may upgrade a study or a field in order to gain knowledge points more quickly.

Studies

When a character reaches 5th level, they are permitted to select a different study inside their chosen field. This elevates the study from non-chosen to chosen ... and increases the number of accumulated knowledge in that study going forward. All previously achieved knowledge remains unchanged.

For example, Olivia the Thief has just turned 5th level.




As the number of points exceeds the threshold for r-, authority-, expert- and sage-status knowledge, the character increases the number of their abilities. Additionally, as player characters advance, they gain opportunities to upgrade secondary studies to chosen studies, and outside fields to chosen fields — changing the studies in those fields from "outside" to "secondary."



See The Adventure