Difference between revisions of "Concentration (sage ability)"

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[[File:Concentration (sage ability).jpg|right|525px|thumb]]
 
[[File:Concentration (sage ability).jpg|right|525px|thumb]]
'''Concentration''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Empowerment (sage study)|Empowerment]] that enables the character to focus all their energies on a single all-out [[Attacking in Combat|attack]] or performance of a skill. This gathering of concentration requires two complete [[Combat Round|combat rounds]], during which the character does nothing whatsoever, in order to order and clear his or her mindThe effects are described below.
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'''Concentration''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Empowerment (sage study)|Empowerment]], granting a character the ability to channel all their mental and physical energies into a single, all-out [[Attacking in Combat|attack]] or the precise execution of a skill. This disciplined focus allows for a moment of heightened clarity and control, elevating an ordinary action beyond its usual limits.
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To achieve this state, the character must spend two full [[Combat Round|combat rounds]] doing nothing whatsoever — free of distractions, movement, or external interference — so they may properly clear their mind and gather their inner strength. This period of mental preparation is essential, as the ability reflects the individual's capacity to reach deep within themselves and enhance their performance beyond normal capabilityOnce the concentration has been established, the next action performed is executed with significantly greater precision and force.
  
== Combat ==
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Despite its advantages, the two-round preparation time makes it impractical in rapidly evolving [[Combat|combat]] situations, as opponents may exploit the character's inactivity. Additionally, any disruption, [[Injury|injury]], or sudden movement during the gathering phase will break the concentration, forcing the character to start over. However, when circumstances allow for dedicated focus, concentration can prove invaluable, turning the tide of battle or ensuring success in a critical moment of skill-based effort.
Having taken two rounds to prepare his or her force of will, the character is free to attack in [[Melee|melee]] or with [[Missile Weapons|missile weapons]], so long as this can be done in the round immediately after. Preparation can take place with the [[Weapons List|weapon]] in hand, so long as the character's concentration isn't broken by taking [[Damage (hit points)|damage]] or some other distraction.
 
  
The attack is done with '''+3 to hit''' and '''+1 damage.'''  Whereupon the concentration is lost and the character can continue to attack, or withdraw to attempt another concentrated attack.  There is no limit as to how many of these attacks can be made.
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== Attacking ==
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After gathering their force of will, the character is free to strike using [[Melee|melee]] or [[Missile Weapons|missile weapons]], provided the attack is made in the immediate round following the preparation. The character may prepare with the [[Weapons List|weapon]] in hand, ensuring they are ready to strike as soon as their focus is complete. However, if they take [[Damage (hit points)|damage]] or experience any other form of distraction, their concentration is broken, forcing them to start over.
  
== Performance ==
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A concentrated attack benefits from +3 to hit and +1 damage, reflecting the character's heightened awareness, precision and controlled application of force. Once the attack is executed, the concentration is lost and the character may either continue attacking normally or withdraw to attempt another concentrated strike.
Concentration can also affect a wide range of other physical actions, such as attempting a leap, lifting an object, breaking through a door, [[Catch Object (sage ability)|catching a thrown object]], navigating a difficult and treacherous passage, [[Running (sage ability)|running]] or starting in a race, among many others. As before, the character must have time to concentrate for two rounds before the ability can be applied.
 
  
Where an [[Ability Checks|ability check]] is required, the character increases the required [[Ability Stats|stat]] by 15%, or a minimum of 2 points.  In these calculations, the character should roll on a percentile die to get the best possible benefit.
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There is no limit to how many times a character can use this ability, provided they are able to re-establish concentration for the required two-round period before each enhanced attack.
  
: For example, Jack has a 16 [[Constitution (ability stat)|constitution]] and is making a constitution check.  He adds 2.4 constitution through concentration, so that he needs a 18.4 on a d20 to succeed.  On a percentile die, this equals a 92% chance of success. If his constitution were 17, it would be increased to 19.55, or 97% (fraction is discarded).  An 18 constitution would guarantee success for the check.
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== Performance ==
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Concentration can also enhance a wide range of physical actions, improving a character's ability to leap across a gap, lift a heavy object, break down a door, [[Catch Object (sage ability)|catch a thrown object]], navigate treacherous terrain, [[Running (sage ability)|run]] at peak speed, or launch into a race with perfect timing. As with attacks, the character must spend two full rounds focusing before applying the benefits of this ability.
  
The same adjustment can be applied to [[Saving Throws|saving throws]] (if the timing is right) and other calculated chances.  Obviously, there isn't always enough time to accomplish the ability, which limits concentration somewhat for the character.
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When an [[Ability Checks|ability check]] is required, the character increases the relevant [[Ability Stats|stat]] by 2 points, allowing for an improved chance of success.  This same adjustment can be applied to [[Saving Throws|saving throws]], provided the character has enough time to prepare beforehand. However, timing is a major limitation — in many situations, a character simply will not have the luxury of two full rounds to concentrate, making this ability more useful for pre-planned feats rather than spontaneous reactions.
  
  
See also,
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See also,<br>
[[Skulduggery (sage field)]]
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[[Skulduggery (sage field)]]<br>
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[[Training (sage field)]]
  
[[Category: Sage Abilities]][[Category: Don't Review until 2023]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 18:01, 23 February 2025

Concentration (sage ability).jpg

Concentration is an amateur-status sage ability in the study of Empowerment, granting a character the ability to channel all their mental and physical energies into a single, all-out attack or the precise execution of a skill. This disciplined focus allows for a moment of heightened clarity and control, elevating an ordinary action beyond its usual limits.

To achieve this state, the character must spend two full combat rounds doing nothing whatsoever — free of distractions, movement, or external interference — so they may properly clear their mind and gather their inner strength. This period of mental preparation is essential, as the ability reflects the individual's capacity to reach deep within themselves and enhance their performance beyond normal capability. Once the concentration has been established, the next action performed is executed with significantly greater precision and force.

Despite its advantages, the two-round preparation time makes it impractical in rapidly evolving combat situations, as opponents may exploit the character's inactivity. Additionally, any disruption, injury, or sudden movement during the gathering phase will break the concentration, forcing the character to start over. However, when circumstances allow for dedicated focus, concentration can prove invaluable, turning the tide of battle or ensuring success in a critical moment of skill-based effort.

Attacking

After gathering their force of will, the character is free to strike using melee or missile weapons, provided the attack is made in the immediate round following the preparation. The character may prepare with the weapon in hand, ensuring they are ready to strike as soon as their focus is complete. However, if they take damage or experience any other form of distraction, their concentration is broken, forcing them to start over.

A concentrated attack benefits from +3 to hit and +1 damage, reflecting the character's heightened awareness, precision and controlled application of force. Once the attack is executed, the concentration is lost and the character may either continue attacking normally or withdraw to attempt another concentrated strike.

There is no limit to how many times a character can use this ability, provided they are able to re-establish concentration for the required two-round period before each enhanced attack.

Performance

Concentration can also enhance a wide range of physical actions, improving a character's ability to leap across a gap, lift a heavy object, break down a door, catch a thrown object, navigate treacherous terrain, run at peak speed, or launch into a race with perfect timing. As with attacks, the character must spend two full rounds focusing before applying the benefits of this ability.

When an ability check is required, the character increases the relevant stat by 2 points, allowing for an improved chance of success. This same adjustment can be applied to saving throws, provided the character has enough time to prepare beforehand. However, timing is a major limitation — in many situations, a character simply will not have the luxury of two full rounds to concentrate, making this ability more useful for pre-planned feats rather than spontaneous reactions.


See also,
Skulduggery (sage field)
Training (sage field)