Difference between revisions of "Preparedness (sage ability)"

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'''Preparatory Measures''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]], in the [[Sage Study|study]] of [[Empowerment (sage study)|Empowerment]], that provides a careful, deliberate approach to situations both unfamiliar and dangerous.  Using foresight, the character makes conscious decisions, taking proactive actions to assure against the unforseen, that safeguards both physical self and one's gear.
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[[File:Preparedness (sage ability).png|right|490px|thumb]]
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'''Preparedness''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]], in the [[Sage Study|study]] of [[Judgement (sage study)|Judgement]], that provides a careful, deliberate approach to situations both unfamiliar and dangerous.  Using foresight, the character makes conscious decisions, taking proactive actions to assure against the unforseen, safeguarding the character's physical self and gear.
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Such preparedness uses a combination of judgment, preparedness and adaptability.  Once an everyday task is undertaken, paying attention to factors such as environment, weather conditions, terrain or other variables becomes second nature.  As a result, the character develops a planned, conscious approach to travelling, settling in for the night, breaking camp in the morning and prior to taking any scaled action, such as departing an inn, entering a dungeon, getting aboard ship and so on.  
  
The ability's primary usefulness is in forestalling [[Malady Checks|maladies]] that might occur, both for oneself and for others who are nearby.  Equipment and supplies are not mistakenly left behind, necessary details are attended to and the individual is naturally cautious in situations where one false move may mean [[Injury|injury]], maiming or [[Death|death]].  The character is assumed to remember things that need doing, and to have done those things in a timely fashion, knowing what tools to bring along, what provisions to pack, and what additional gear may be needed.  This allows the character to "retcon," or revise retrospectively, so that things that ought to have been bought at the last market WERE bought, so long as the "last market" was visited less than three days ago.
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As a result, the character does not "forget" the necessity of things like food, illumination, appropriate clothes and other gear.  This applies not only for the character's personal needs, but for up to a dozen others to which the character mindfully attends.  Thus he or she can, if there is time, look out for those with a poor memory or a tendency towards carelessness.
  
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== Retconning ==
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Should the party have forgotten something quite ordinary that surely ought to be done — and would certainly have been done if the players could actually see the game world — then the DM can revise the situation respectively.  This means that things that ought to have been bought at the market, like food, or things that a player character should have bought when first entering the game world, like shoes, can be corrected.
  
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There is a limitation, of course.  Anything that a character might bring along "just in case," but wouldn't actually expect to use, cannot be retconned in this manner.  Characters cannot "remember," after someone in the party has been poisoned, that logically they would have brought along an antidote.  That is, unless the party knew there would be creatures there who would assuredly have a poison attack.
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Therefore, it's the DM's call.  It's recommended that judgments be generous, with the presumption that an experienced adventurer would know well enough to bring along those things that are used everyday in the field.
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== Malady Checks ==
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In some cases, [[Malady Checks|maladies]] that occur can be counteracted.  If a character with the preparedness ability were present, they could not forget to gather enough wood for the fire.  Or leave something behind.  Or ignore that tents can rip and need needle and thread.  This requires that the player speak up, however, should such a dichotomy arise.
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See [[Judgement (sage study)]]
  
 
[[Category: Sage Abilities]]
 
[[Category: Sage Abilities]]

Latest revision as of 22:51, 15 August 2023

Preparedness (sage ability).png

Preparedness is an authority-status sage ability, in the study of Judgement, that provides a careful, deliberate approach to situations both unfamiliar and dangerous. Using foresight, the character makes conscious decisions, taking proactive actions to assure against the unforseen, safeguarding the character's physical self and gear.

Such preparedness uses a combination of judgment, preparedness and adaptability. Once an everyday task is undertaken, paying attention to factors such as environment, weather conditions, terrain or other variables becomes second nature. As a result, the character develops a planned, conscious approach to travelling, settling in for the night, breaking camp in the morning and prior to taking any scaled action, such as departing an inn, entering a dungeon, getting aboard ship and so on.

As a result, the character does not "forget" the necessity of things like food, illumination, appropriate clothes and other gear. This applies not only for the character's personal needs, but for up to a dozen others to which the character mindfully attends. Thus he or she can, if there is time, look out for those with a poor memory or a tendency towards carelessness.

Retconning

Should the party have forgotten something quite ordinary that surely ought to be done — and would certainly have been done if the players could actually see the game world — then the DM can revise the situation respectively. This means that things that ought to have been bought at the market, like food, or things that a player character should have bought when first entering the game world, like shoes, can be corrected.

There is a limitation, of course. Anything that a character might bring along "just in case," but wouldn't actually expect to use, cannot be retconned in this manner. Characters cannot "remember," after someone in the party has been poisoned, that logically they would have brought along an antidote. That is, unless the party knew there would be creatures there who would assuredly have a poison attack.

Therefore, it's the DM's call. It's recommended that judgments be generous, with the presumption that an experienced adventurer would know well enough to bring along those things that are used everyday in the field.

Malady Checks

In some cases, maladies that occur can be counteracted. If a character with the preparedness ability were present, they could not forget to gather enough wood for the fire. Or leave something behind. Or ignore that tents can rip and need needle and thread. This requires that the player speak up, however, should such a dichotomy arise.


See Judgement (sage study)