Difference between revisions of "Instruction (sage study)"

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'''Instruction''' is a [[Sage Study|sage study]] in the [[Sage Field|fields]] of [[Salon (sage field)|Salon]] and [[Training (sage field)|Training]], that imparts [[Knowledge Points|knowledge points]] that the character has to other persons.  In addition, the character is able to teach courage and basic sage abilities, such as [[Read & Write (sage ability)|literacy]], enabling individuals to become [[Soldier-at-arms|soldiers]] and scholars.
 
'''Instruction''' is a [[Sage Study|sage study]] in the [[Sage Field|fields]] of [[Salon (sage field)|Salon]] and [[Training (sage field)|Training]], that imparts [[Knowledge Points|knowledge points]] that the character has to other persons.  In addition, the character is able to teach courage and basic sage abilities, such as [[Read & Write (sage ability)|literacy]], enabling individuals to become [[Soldier-at-arms|soldiers]] and scholars.
 
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The tutoring character must first have at least an amateur status in Instruction, and must possess at least triple the amount of knowledge that might be taught.  For example, an amateur instructor with 10 points of knowledge in swimming would be able to teach 3 points to a student; this may not be enough to raise that student to where he or she is an amateur, but even a single point in many skills can make a difference — while student with 3 points of knowledge in a given ability may complete their training elsewhere from a better instructor.
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Before assuming the role of a tutor, the character must meet two prerequisites: first, they must hold an amateur status in Instruction; second, their knowledge in the sage ability to be taught must be at least triple the amount that can be granted to the student.  For example, an amateur instructor possessing 10 points of knowledge in swimming could teach up to 3 points of swimming to a student.  Although this may not suffice to elevate the student to amateur status, even a single additional point in many skills can have a significant effect.  A student who already has 3 points of knowledge would need to locate a more proficient instructor to continue his or her studies.
  
The instructor cannot increase another character's knowledge in any study beyond 12 points. Once the student has reached that threshold, further comprehension of the study must be gained through personal experience.
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Instructors' capacity to enhance another character's proficiency in any field is limited to a maximum of 12 points. Once the student has achieved this level of knowledge, any further advancement in the subject must be acquired through personal experience and independent learning.
  
 
== Teaching Process ==
 
== Teaching Process ==
Knowledge is divided into two categories: physical and cognitive. Physical skills relate to training the student's musculature, build and reflexes, for sage abilities such as [[Swimming (sage ability)|swimming]], [[Running (sage ability)|running]], [[Diving (sage ability)|diving]] or [[Climbing (sage ability)|climbing]].  Cognitive skills require 3 pts. in the ability to read and write before other instruction can be given; cognitive instruction may be artistic, such as acquiring artisanal skills; socially relevant, such as skills in [[Law & Policy (sage study)|law]], [[Religion|religion]] or the [[Occultism (sage study)|occult]]; or scientific, such as instruction in [[Alchemy (sage study)|alchemy]], [[Geology (sage study)|geology]] and [[Medicine (sage study)|medicine]].
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Knowledge is divided into two distinct categories: physical and cognitive skills. Physical skills revolve around enhancing a student's physical attributes, such as muscle strength, physique, and reflexes, and are crucial for mastering abilities like [[Swimming (sage ability)|swimming]], [[Running (sage ability)|running]], [[Diving (sage ability)|diving]] or [[Climbing (sage ability)|climbing]].  In contrast, cognitive skills necessitate a prerequisite of at least 3 points in the ability to [[Read & Write (sage ability)|read and write]] before instruction can commence. These cognitive skills encompass a broad spectrum, including artistic pursuits, socially relevant disciplines like [[Law & Policy (sage study)|law]], [[Religion|religion]] or the [[Occultism (sage study)|occult]], as well as scientific fields like [[Alchemy (sage study)|alchemy]], [[Geology (sage study)|geology]] and [[Medicine (sage study)|medicine]].
  
A physical knowledge point requires 2 weeks of training, after which the character rolls an [[Ability Checks|abilities check]] in both [[Strength (ability stat)|strength]] and [[Intelligence (ability stat)|intelligence]]; a success in both indicates the character has acquired a point of knowledge. For each point of knowledge above 1 to be gained, a penalty of -1 is applied to both checks.  For example, Gerard wishes to gain his 7th point in swimming; he has a strength of 16 and an intelligence of 10.  When he rolls, he gains a penalty of -6 to both, meaning he must roll 10 or under for his strength and 4 or under for his intelligence (on a d20, of course).  Naturally, Gerard can repeat his two weeks training over and over, until he succeeds in both rolls.
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Gaining a single point of physical knowledge necessitates two weeks of dedicated training. Following this training period, the character undergoes an [[Ability Checks|abilities]] check, evaluating both their [[Strength (ability stat)|strength]] and [[Intelligence (ability stat)|intelligence]].  Successful outcomes in both strength and intelligence checks indicate the character has successfully acquired one point of knowledge. The character is free to repeat this training regimen as many times as needed until they achieve success in both rolls.
  
A cognitive knowledge point is gained in a similar manner, except that it requires 3 weeks of training and the check is made against the character's [[Intelligence (ability stat)|intelligence]] and [[Dexterity (ability stat)|dexterity]] (artisanal skills), intelligence and [[Charisma (ability stat)|charisma]] (social skills), or intelligence and [[Wisdom (ability stat)|wisdom]] (scientific skills).
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Securing a cognitive knowledge point shares a similar approach, but the evaluation process varies depending on the specific category of cognitive skill being pursued. In the case of artisanal skills, the character's knowledge is assessed through checks involving both their intelligence and [[Dexterity (ability stat)|dexterity]]. Social skills are evaluated through checks combining intelligence and [[Charisma (ability stat)|charisma]], while scientific skills demand checks encompassing intelligence and [[Wisdom (ability stat)|wisdom]]. This diverse approach ensures that cognitive knowledge points are gained through a tailored assessment that aligns with the nature of the skill being acquired.
  
Instructors can teach knowledge points to a maximum of eight individuals per week.
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Instructors have the capacity to impart knowledge points to a maximum of eight individuals within a single week.
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== Study vs. Ability ==
 
== Study vs. Ability ==
Instruction is ''always'' given in specific abilities, NOT studies.  A character who begins at 1st [[Experience Level|level]] with 8 pts. of knowledge in a given study has spent their class training having each ability inside that study raised to that amount.  An exception is the teaching of Instruction itself, in which points are awarded '''separately to instruction and the sage abilities''' within it) — meaning that a character with 10 knowledge points in a sage ability within instruction has no points with regards to "Instruction" itself, and vice versa.
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Instruction is ''always'' given in specific abilities, NOT studies.  A character who begins at 1st [[Experience Level|level]] with 8 pts. of knowledge in a given study has spent their class training having each ability inside that study raised to that amount.
 
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* '''[[Give Secondary Skill (sage ability)|Give Secondary Skill]]''': grants an ability acquired by the instructor from his or her progenitor.
 
* '''[[Give Secondary Skill (sage ability)|Give Secondary Skill]]''': grants an ability acquired by the instructor from his or her progenitor.
  
* '''[[Harden Commoner (sage ability)|Harden Commoner]]''': lessens the experience needed for a [[Commoner|commoner]] to become hardened as a combatant.
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* '''[[Harden Commoner (sage ability)|Harden Commoner]]''': lessens the experience needed for a [[Commoner (non-player character)|commoner]] to become more effective as a combatant, becoming a [[Comrade (non-player character)|comrade]].
  
* '''[[Read & Write (sage ability)|Read & Write]]''': gives characters knowledge of letters and comprehension.
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* '''[[Instruct (sage ability)|Instruct]]''': allows the character to make use of the study's teaching process, described above.
  
* '''[[Train Soldier-at-Arms (sage ability)|Train Soldier-at-Arms]]''': provides the training needed for a [[Comrade (lay combatant)|comrade]] to become a soldier-at-arms.
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* '''[[Read & Write (sage ability)|Read & Write]]''': provides a functional literacy sufficient for managing everyday tasks, engaging in personal correspondence, and maintaining basic records.  Allows the comprehension of books, pamphlets and printed materials, with ability to comprehend increasing as knowledge points accumulate.
 
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=== Authority Status ===
 
=== Authority Status ===
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* '''[[Base Level Training (sage ability)|Level Training]]''': provides the training necessary for a soldier-at-arms to advance to a levelled character, without the benefit of sage knowledge.
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* '''[[Child Schooling (sage ability)|Child Schooling]]''': recognises potential in children between the ages of 6 and 10 for potential level-status, while helping to nurture such individuals in their development.  
 
* '''[[Child Schooling (sage ability)|Child Schooling]]''': recognises potential in children between the ages of 6 and 10 for potential level-status, while helping to nurture such individuals in their development.  
  
* '''[[Level Training I (sage ability)|Level Training I]]''': provides the training necessary for a soldier-at-arms to advance to a levelled character.
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* '''[[Train Soldier-at-Arms (sage ability)|Train Soldier-at-Arms]]''': provides the training needed for a [[Comrade (lay combatant)|comrade]] to become a soldier-at-arms.
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=== Expert Status ===
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* '''[[Comprehend Arcane Book (sage ability)|Comprehend Arcane Book]]''': enables the character to understand and make use of books that possess [[Arcane Book|arcane knowledge]], that being literature that cannot be understood by ordinary persons, often possessing semi-magical or magical properties.
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* '''[[Invitation to Teach (sage ability)|Invitation to Teach]]''': the character is offered a position and stipend from a notable college to continuously provide education for the completion of a character's levelled training, complete with sage knowledge.
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* '''[[Read Magic (sage ability)|Read Magic]]''': grants the ability to read and make use of magical [[Magic Scroll|scrolls]] originating from the [[Bard (class)|Bard]], [[Mage (class)|Mage]] and [[Illusionist (class)|Illusionist]] classes.
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* '''[[Self-educate (sage ability)|Self-educate]]''': removes the penalties against the character's acquisition of knowledge inside his or her chosen field of study, so that instead of rolling d8-1, the character rolls a d8.  In addition, the character gains a +2 benefit when making ability checks when receiving instruction.
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* '''[[Practical Book I (sage ability)|Practical Book I]]''': create an authority-status book from the character's knowledge, known as a "practical book," which provides a +5 pt. benefit to an amateur when the individual is free to continuously consult the book as needed.  Practical books may be written on any study in which the author possesses an authority status.
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=== Sage Status ===
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* '''[[Invitation to Chair (sage ability)|Invitation to Chair]]''': the character is offered a deanship and sinecure as the disciplinary and advisory head of a prominent university.
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* '''[[Practical Book II (sage ability)|Practical Book II]]''': create an expert-status book from the character's knowledge, which provides a +5 pt. benefit to an authority when the individual is free to continuously consult the book as needed.  Practical books may be written on any study in which the author possesses an expert status.
  
* '''[[Teach Instruction (sage ability)|Teach Instruction]]''': character must possess authority status before the ability to instruct can be given; points for instruction are awarded to the study, not the individual abilities ([[Instruction (sage study)#Study vs. Ability|see above]]).  
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* '''[[Write Arcane Book (sage ability)|Write Arcane Book]]''': describes a process in which the character is able to research semi-magical or magical qualities or features, while at the same time benefiting from those attributes.  An arcane book may be plausibly invented on any subject, with limits as to which magical properties might be produced or conveyed to others.  The [[Manual of Puissant Skill at Arms]] would be an example of such a book.
 
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[[Bard Sage Abilities]]<br>
 
[[Bard Sage Abilities]]<br>
 
[[Fighter Sage Abilities]]<br>
 
[[Fighter Sage Abilities]]<br>
[[Ranger Sage Abilities]]
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[[List of Arcane Books]]<br>
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[[Ranger Sage Abilities]]<br>
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[[Salon (sage field)]]<br>
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[[Training (sage field)]]<br>
  
[[Category: Lacks Image]]
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[[Category: Don't Review until 2023]]

Latest revision as of 05:54, 12 June 2024

Instruction (sage study).jpg

Instruction is a sage study in the fields of Salon and Training, that imparts knowledge points that the character has to other persons. In addition, the character is able to teach courage and basic sage abilities, such as literacy, enabling individuals to become soldiers and scholars.

Before assuming the role of a tutor, the character must meet two prerequisites: first, they must hold an amateur status in Instruction; second, their knowledge in the sage ability to be taught must be at least triple the amount that can be granted to the student. For example, an amateur instructor possessing 10 points of knowledge in swimming could teach up to 3 points of swimming to a student. Although this may not suffice to elevate the student to amateur status, even a single additional point in many skills can have a significant effect. A student who already has 3 points of knowledge would need to locate a more proficient instructor to continue his or her studies.

Instructors' capacity to enhance another character's proficiency in any field is limited to a maximum of 12 points. Once the student has achieved this level of knowledge, any further advancement in the subject must be acquired through personal experience and independent learning.

Teaching Process

Knowledge is divided into two distinct categories: physical and cognitive skills. Physical skills revolve around enhancing a student's physical attributes, such as muscle strength, physique, and reflexes, and are crucial for mastering abilities like swimming, running, diving or climbing. In contrast, cognitive skills necessitate a prerequisite of at least 3 points in the ability to read and write before instruction can commence. These cognitive skills encompass a broad spectrum, including artistic pursuits, socially relevant disciplines like law, religion or the occult, as well as scientific fields like alchemy, geology and medicine.

Gaining a single point of physical knowledge necessitates two weeks of dedicated training. Following this training period, the character undergoes an abilities check, evaluating both their strength and intelligence. Successful outcomes in both strength and intelligence checks indicate the character has successfully acquired one point of knowledge. The character is free to repeat this training regimen as many times as needed until they achieve success in both rolls.

Securing a cognitive knowledge point shares a similar approach, but the evaluation process varies depending on the specific category of cognitive skill being pursued. In the case of artisanal skills, the character's knowledge is assessed through checks involving both their intelligence and dexterity. Social skills are evaluated through checks combining intelligence and charisma, while scientific skills demand checks encompassing intelligence and wisdom. This diverse approach ensures that cognitive knowledge points are gained through a tailored assessment that aligns with the nature of the skill being acquired.

Instructors have the capacity to impart knowledge points to a maximum of eight individuals within a single week.

Study vs. Ability

Instruction is always given in specific abilities, NOT studies. A character who begins at 1st level with 8 pts. of knowledge in a given study has spent their class training having each ability inside that study raised to that amount.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Instruct: allows the character to make use of the study's teaching process, described above.
  • Read & Write: provides a functional literacy sufficient for managing everyday tasks, engaging in personal correspondence, and maintaining basic records. Allows the comprehension of books, pamphlets and printed materials, with ability to comprehend increasing as knowledge points accumulate.


Authority Status

  • Level Training: provides the training necessary for a soldier-at-arms to advance to a levelled character, without the benefit of sage knowledge.
  • Child Schooling: recognises potential in children between the ages of 6 and 10 for potential level-status, while helping to nurture such individuals in their development.


Expert Status

  • Comprehend Arcane Book: enables the character to understand and make use of books that possess arcane knowledge, that being literature that cannot be understood by ordinary persons, often possessing semi-magical or magical properties.
  • Invitation to Teach: the character is offered a position and stipend from a notable college to continuously provide education for the completion of a character's levelled training, complete with sage knowledge.
  • Self-educate: removes the penalties against the character's acquisition of knowledge inside his or her chosen field of study, so that instead of rolling d8-1, the character rolls a d8. In addition, the character gains a +2 benefit when making ability checks when receiving instruction.
  • Practical Book I: create an authority-status book from the character's knowledge, known as a "practical book," which provides a +5 pt. benefit to an amateur when the individual is free to continuously consult the book as needed. Practical books may be written on any study in which the author possesses an authority status.


Sage Status

  • Invitation to Chair: the character is offered a deanship and sinecure as the disciplinary and advisory head of a prominent university.
  • Practical Book II: create an expert-status book from the character's knowledge, which provides a +5 pt. benefit to an authority when the individual is free to continuously consult the book as needed. Practical books may be written on any study in which the author possesses an expert status.
  • Write Arcane Book: describes a process in which the character is able to research semi-magical or magical qualities or features, while at the same time benefiting from those attributes. An arcane book may be plausibly invented on any subject, with limits as to which magical properties might be produced or conveyed to others. The Manual of Puissant Skill at Arms would be an example of such a book.


See also,
Bard Sage Abilities
Fighter Sage Abilities
List of Arcane Books
Ranger Sage Abilities
Salon (sage field)
Training (sage field)