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 specific sage fields and studies, found 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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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.
 
  
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 studies.  Druids 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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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 sixteenIn creating a 1st level character, the players choose just one field from their character class.  This becomes their "chosen field."
  
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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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.
  
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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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 normallyMulti-classed characters do not start with multiple fields.
  
==== Non-player Characters ====
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== Assigning Knowledge ==
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 7-12.  It can be understood that "7" is the minimum number needed to pass the process of becoming a classed character.
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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 fieldThis involves a die roll for each, as follows:
  
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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: '''Chosen study in the chosen field.'''  Player characters automatically receive 12 pts. in this study at 1st level.  Non-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.
  
== Knowledge Status ==
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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 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.
'''Status''' describes those thresholds already named above: amateur, authority, expert and sage.
 
  
==== Amateur ====
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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.
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 experienceThere are things they're able to do, but most sage abilities of this status are focused on facts, background or understanding of the fieldThis has accumulated through their interests during training or in the various schools of learning they've attended.  They 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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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.
  
==== Authority ====
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== Status ==
These have between 30 and 59 knowledge points. Becoming an authority increases the character's possessed sage abilities and these abilities are often much more powerful than those of an amateur.
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A character's "status" within a sage study is determined by the number of knowledge points they have accumulated. The lowest status is "unskilled," which doesn't grant any sage abilities.  Each status above "unskilled" (amateur, authority, expert, and sage) unlocks new sage abilities corresponding to that status of knowledge.
  
An "authority" has the ability to see 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.  Once an authority accumulates 60 points of knowledge, the threshold to "expert" is crossed.
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=== Amateur ===
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Amateur-status abilities become accessible to characters once they accumulate 10 or more knowledge points in a particular study.  
  
==== Expert ====
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: For example, an amateur [[Burglary (sage study)|burglar]] possesses five distinct 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]]".
These have between 60 and 99 knowledge points.  This 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 world.  Experts moderately transcend the ordinary rules of reality, explaining the origin of many D&D elements and concepts.  Characters 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."
 
  
==== Sage ====
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The number of sage abilities within a specific study or at a particular status can varyIn general, amateur abilities provide characters with a basic familiarity with the subject matter, but they offer minimal practical application. These abilities focus primarily on conveying facts, background information and a fundamental understanding of the topicSome of this knowledge may be acquired during a character's initial training, but as the character progresses through levels, they steadily accumulate more information from various sources within the game world. These sources are assumed to exist, just as characters are assumed to have an interest in engaging in conversations with others about these topics and in perusing any books and written materials they come across.
These have 100 knowledge points or moreThey are the true arbiters of the game world, having vast powers, magical and otherwise, at their disposal.  They have the ability to bring around great benefit or woe to othersStronger 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.
 
  
== Translating Knowledge ==
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=== Authority ===
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.
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Authority-status abilities become accessible to characters when they reach 30 knowledge points in the study. These abilities introduce new sage abilities that are more practical and effective compared to those of an amateur.
  
We may therefore imagine each character is occupied in constant self-examination of themselves and the surrounding worldThings they were told in training they didn't fully understand, but have now been able to explore, account for some changesEvents 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.
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Authorities approach their study with a wealth of occupational experienceThey possess full competence in the ordinary components and procedures related to their field, enabling them to proficiently create things and express their craftDrawing on their accumulated knowledge and experience, they have developed foresight to respond effectively to unexpected situations, and their abilities reflect this high level of expertise.
  
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.
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=== Expert ===
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Expert-status abilities become accessible to characters when they accumulate 60 knowledge points in the study. This milestone unlocks another set of sage abilities, some of which push the boundaries of natural laws. Experts possess knowledge that allows them to entertain new ideas and concepts, often bordering on the mystical and magical. They're capable of thinking beyond the conventional confines of their profession, venturing into uncharted territories at the cutting edge of innovation within each study.
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=== Sage ===
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Sage-status abilities become accessible to characters once they amass 100 knowledge points in the study. These represent the final set of sage abilities that a character gains within that particular study. At this stage, the character gains access to highly unusual opportunities and powers that enable them to explore the realms of creation and investigation in the vast and diverse universe. Accumulating this many knowledge points typically requires a significant amount of time, with most characters achieving sage-status when they are at or above the 15th level of experience.
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== Upgrading Fields and Studies ==
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As characters progress to higher experience levels, they eventually reach a stage where they can enhance a study or a field to accelerate their acquisition of knowledge points.
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=== Studies ===
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At the 5th level, characters have the opportunity to choose a new study within their selected field. This promotion transforms the study from being non-chosen to chosen, resulting in an increased accumulation of knowledge in that particular study going forward. All previously acquired knowledge remains unaffected.
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: For example, Olivia the Thief has recently reached the 5th level. Her chosen field is "[[Fraud (sage field)|fraud]]," and her chosen study within that field is "[[Forgery (sage study)|forgery]]."  Before reaching the 5th level, she managed to accumulate 32 points in forgery (12 + 3d12), establishing herself as an authority in the field.  However, in "[[Chicanery (sage study)|chicanery]]" and "[[Double-dealing (sage study)|double-dealing]]," where she rolls (4d8 - 4), she has only 13 points in chicanery and 11 points in double-dealing.
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: Now, upon attaining the 5th level, she has the opportunity to elevate "chicanery" to a chosen study. This means she now rolls a d12 for that study, while still rolling a d8 - 1 for "double-dealing." Naturally, she continues to roll a d12 for "forgery," as she always has.
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Characters obtain yet additional chosen studies at 9th level, 13th, 17th and so on.
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=== Fields ===
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At the 7th level, characters have the opportunity to incorporate an additional field into their selection.  This enhancement improves the dice rolls for studies within that field, upgrading them from '''d4 minus 1 to d8 minus 1'''.  Moreover, when the character selects a new study within their "chosen field," they can now choose from either of their existing fields.
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Characters gain additional selected fields at the 13th and 19th levels of their progression.  For druids, who possess only three fields, all of them are considered selected by the 13th level.  In contrast, most other classes designate all their fields as selected by the 19th level. There is a unique exception in the case of bards, who acquire their fifth selected field at the 25th level. It's worth noting that bards as a class cannot advance beyond the 26th level.
  
  
 
See [[The Adventure]]
 
See [[The Adventure]]
  
[[Category: Don't Review until 2022]]
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[[Category: Reviewed]]

Latest revision as of 22:03, 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 accumulated. The lowest status is "unskilled," which doesn't grant any sage abilities. Each status above "unskilled" (amateur, authority, expert, and sage) unlocks new sage abilities corresponding to that status of knowledge.

Amateur

Amateur-status abilities become accessible to characters once they accumulate 10 or more knowledge points in a particular study.

For example, an amateur burglar possesses five distinct abilities: "appraisal I", "break & enter", "case building", "detect concealed doors" and "lookout".

The number of sage abilities within a specific study or at a particular status can vary. In general, amateur abilities provide characters with a basic familiarity with the subject matter, but they offer minimal practical application. These abilities focus primarily on conveying facts, background information and a fundamental understanding of the topic. Some of this knowledge may be acquired during a character's initial training, but as the character progresses through levels, they steadily accumulate more information from various sources within the game world. These sources are assumed to exist, just as characters are assumed to have an interest in engaging in conversations with others about these topics and in perusing any books and written materials they come across.

Authority

Authority-status abilities become accessible to characters when they reach 30 knowledge points in the study. These abilities introduce new sage abilities that are more practical and effective compared to those of an amateur.

Authorities approach their study with a wealth of occupational experience. They possess full competence in the ordinary components and procedures related to their field, enabling them to proficiently create things and express their craft. Drawing on their accumulated knowledge and experience, they have developed foresight to respond effectively to unexpected situations, and their abilities reflect this high level of expertise.

Expert

Expert-status abilities become accessible to characters when they accumulate 60 knowledge points in the study. This milestone unlocks another set of sage abilities, some of which push the boundaries of natural laws. Experts possess knowledge that allows them to entertain new ideas and concepts, often bordering on the mystical and magical. They're capable of thinking beyond the conventional confines of their profession, venturing into uncharted territories at the cutting edge of innovation within each study.

Sage

Sage-status abilities become accessible to characters once they amass 100 knowledge points in the study. These represent the final set of sage abilities that a character gains within that particular study. At this stage, the character gains access to highly unusual opportunities and powers that enable them to explore the realms of creation and investigation in the vast and diverse universe. Accumulating this many knowledge points typically requires a significant amount of time, with most characters achieving sage-status when they are at or above the 15th level of experience.

Upgrading Fields and Studies

As characters progress to higher experience levels, they eventually reach a stage where they can enhance a study or a field to accelerate their acquisition of knowledge points.

Studies

At the 5th level, characters have the opportunity to choose a new study within their selected field. This promotion transforms the study from being non-chosen to chosen, resulting in an increased accumulation of knowledge in that particular study going forward. All previously acquired knowledge remains unaffected.

For example, Olivia the Thief has recently reached the 5th level. Her chosen field is "fraud," and her chosen study within that field is "forgery." Before reaching the 5th level, she managed to accumulate 32 points in forgery (12 + 3d12), establishing herself as an authority in the field. However, in "chicanery" and "double-dealing," where she rolls (4d8 - 4), she has only 13 points in chicanery and 11 points in double-dealing.
Now, upon attaining the 5th level, she has the opportunity to elevate "chicanery" to a chosen study. This means she now rolls a d12 for that study, while still rolling a d8 - 1 for "double-dealing." Naturally, she continues to roll a d12 for "forgery," as she always has.

Characters obtain yet additional chosen studies at 9th level, 13th, 17th and so on.

Fields

At the 7th level, characters have the opportunity to incorporate an additional field into their selection. This enhancement improves the dice rolls for studies within that field, upgrading them from d4 minus 1 to d8 minus 1. Moreover, when the character selects a new study within their "chosen field," they can now choose from either of their existing fields.

Characters gain additional selected fields at the 13th and 19th levels of their progression. For druids, who possess only three fields, all of them are considered selected by the 13th level. In contrast, most other classes designate all their fields as selected by the 19th level. There is a unique exception in the case of bards, who acquire their fifth selected field at the 25th level. It's worth noting that bards as a class cannot advance beyond the 26th level.


See The Adventure