Difference between revisions of "Sage Ability"

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A large set of secondary skills that are available to character classes, distributed according to level and the amount of knowledge that a character possesses. The term "sage ability" refers to the specific knowledge, capability or applicable skill the character can apply to a given task or circumstance. Gaining a level increases the amount of knowledge that a character can possess.
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[[File:Sage Ability.jpg|right|560px|thumb]]
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'''Sage Abilities''' encompass a broad range of skills and training that define a character's [[Knowledge Points|knowledge points]] and specialised capabilities. These abilities are organised into [[Sage Study|sage "studies"]], which serve as subject headings, and are further grouped under broader categories known as [[Sage Field|sage "fields"]]. The system is designed to encompass all aspects of character knowledge and mundane abilities, including those that influence game mechanics such as magical research, combat, worldbuilding and even divine communication.
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Most sage abilities incorporate elements of craftsmanship, detailed knowledge of the world, physical conditioning, mental development and magical practices that do not involve direct spellcasting. There are over a thousand sage abilities, many of which are currently just concepts outlined by this wiki. Over time, more of these abilities will be fully developed, and new ones will continue to be introduced. Due to their vast number, most player characters will never possess more than a fraction of them. However, as every character — player and non-player alike — is defined by their sage abilities, there will always be individuals in the world who specialiae in even the most obscure fields of knowledge.
  
Abilities are organized under the heading of sage studies, which comprise a wider area of knowledge, such as having knowledge in, say, geology, matters of faith, mercantilism, the art of murder and so on.  Different classes have access to different studies, which in turn have different sage abilities attached.
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== Acquiring Abilities ==
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Once a character's [[Ability Stats|ability stats]] have been generated and their [[Character Class|class]] selected, the player chooses one of the available sage fields. Most classes have four sage fields, though the [[Druid (class)|druid]] has three and the [[Bard (class)|bard]] — an unusual class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are classified as “in field” for the character, while all other studies and abilities available to the class are considered "out of field."
  
Studies, in turn, are organized under the heading of sage fields.  These are very large areas of study, such as mastery of arms, skullduggery, the study of animal or plant life, or civics. Typically, a given character class will have three or four fields, from which the player will pick when rolling up a character.
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The player then selects a study within the chosen field. Generally, each field contains four studies, though variations exist. Each study includes a set of sage abilities, some of which become part of the character's repertoire. There is no point-buy system involved; rather, advanced sage abilities become accessible as the character gains levels, as described below.
  
Abilities, within studies, are also organized according to how much knowledge a character possesses.  Having no points at all indicates complete ignorance ~ which applies to most characters with regards to any field or study outside their character class. Having between 1 and 9 points indicates that a character has a small amount of useless, trivial knowledge, or is relatively unskilled. This can be useful, particularly in athletics, as the character at least knows how skis work or can at least dog paddle (which respect to swimming).
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Sage abilities represent actions the character is able to perform. For example, a druid with the study of [[Oceanography (sage study)|oceanography]] is automatically capable of [[Swimming (sage ability)|swimming]] well — no die roll is required. The same character would also possess full knowledge of tides, understand which waters are safe, know the best fishing locations and be familiar with the basics of sailing. These abilities are assumed as part of the character's knowledge and do not require additional verification.
  
Once a character accumulates 10 points of knowledge in a given study, the character is an "amateur.This will empower the character with the bare minimum of the sage abilities within that study (see individual sage studies pages for the various classes, of which there are many).
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This system defines not only what the character can do but also what they cannot do. A character without sailing ability is incapable of functioning as a sailor, though they may still follow directions and gradually acquire the skill over time. This is achieved through [[Instruction (sage study)|instruction]].
  
Once the character accumulates 30 points, the character is an "authority" and more abilities are awarded. With 60 points, the character is an "expert," with yet more abilities. Finally, with 100 points, the character is a "sage," with all the possible abilities associated with that study.
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== Ability Ranking ==
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Starting with childhood, characters begin with no knowledge at all. As [[Experience Level|levelled]] individuals, their formal schooling starts at the age of ten, with more advanced training for their character class beginning between ages 13 and 15. Before entering the campaign, a character accumulates 10 knowledge points, which is sufficient to reach "amateur" status in their chosen study. At this stage, they acquire two or more sage abilities, forming the foundation of their expertise.
  
Below are lists of sage fields and studies associated with each classOn these pages, it can be seen how many points per level a character earns both in and out of field, and how many the character begins with, depending on the class the character is:
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As the character advances in [[Experience Level|experience levels]], they gain additional knowledge points, which are distributed across multiple studies, both within and outside their primary fields. Over time, these accumulated points allow the character to become an amateur in other studies, progressively acquiring new sage abilities in different areas of knowledgeUpon reaching 30 knowledge points in a single study, the character attains "authority" status. At this level, they unlock new sage studies that reflect a deeper and more specialised understanding of their field. Further progress allows them to achieve authority in multiple studies, each providing additional abilities. This progression continues as the character reaches "expert" status at 60 points and eventually "sage" status at 100 points.
  
[note: at this time, full notes have not been written except for the cleric and druid characters; at the present time, the cleric should be treated as a default for all the classes except druid in this regard]
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As knowledge accumulates, the character evolves from having basic familiarity with a handful of abilities to becoming a well-rounded expert, mastering dozens of abilities within their class's scope — potentially covering sixty to seventy different skills.  As long as the character continues to gain levels, this intellectual progression is inevitable. However, the order in which sage abilities develop and the extent to which each study advances depends on the early choices the player makes regarding the character's interests and focus.
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== Non-Player Characters ==
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Throughout the game world, individuals — including children, hostile humanoids and intelligent monsters — possess varying degrees of knowledge in different studies, granting them their own sage abilities. Many [[Non-player Characters|non-player characters]] (NPCs) without an experience level still function as skilled specialists in their respective trades, such as [[Cooking (sage ability)|cooks]], [[Mahout (sage ability)|mahouts]], [[History (sage study)|historians]], [[Play Instrument (sage ability)|musicians]], [[Brewing (sage ability)|brewers]], [[Moneylending (sage ability)|moneylenders]], [[Begging (sage ability)|beggars]] and [[Farming (sage ability)|farmers]]. These NPCs may have between s0 and 50 points of knowledge in a specific sage ability, acquired entirely through instruction rather than by gaining experience levels.
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Unlike levelled characters, such individuals do not develop a broad range of knowledge across multiple studies or fields. However, they remain valuable sources of expertise and can provide training in specialised skills. A skilled gemcutter can teach a levelled character to [[Gemcutting (sage ability)|cut a diamond]], just as an experienced horse trainer can instruct someone in [[Horse Handling I (sage ability)|riding a warhorse]], regardless of their own lack of combat experience or adventuring ability.
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In most cases, the precise extent of an NPC's knowledge does not need to be determined unless they hold particular importance to the campaign. Many individuals may lack even a single amateur-status ability, whether due to poverty, lack of education, physical or mental limitations or simply being too young to have acquired meaningful knowledge. However, in certain fields — such as [[Athletics (sage study)|athletics]] — even a single point of knowledge may provide noticeable benefits, allowing for minor but practical improvements in a character's physical ability.
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== Gaining Additional Abilities ==
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As previously stated, additional knowledge points can be acquired through [[Instruction (sage study)|instruction]], the specifics of which are detailed in the linked study. Any character, regardless of class, may learn any sage ability, provided they are able to successfully continue their training and can locate an instructor with sufficient knowledge to advance their understanding of that ability. There are no restrictions based on class, meaning a character can expand their expertise beyond their initial studies, provided they dedicate the necessary time and effort to learning.
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See [[Progenitor]]
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[[Category: Reviewed]]

Latest revision as of 05:27, 17 February 2025

Sage Ability.jpg

Sage Abilities encompass a broad range of skills and training that define a character's knowledge points and specialised capabilities. These abilities are organised into sage "studies", which serve as subject headings, and are further grouped under broader categories known as sage "fields". The system is designed to encompass all aspects of character knowledge and mundane abilities, including those that influence game mechanics such as magical research, combat, worldbuilding and even divine communication.

Most sage abilities incorporate elements of craftsmanship, detailed knowledge of the world, physical conditioning, mental development and magical practices that do not involve direct spellcasting. There are over a thousand sage abilities, many of which are currently just concepts outlined by this wiki. Over time, more of these abilities will be fully developed, and new ones will continue to be introduced. Due to their vast number, most player characters will never possess more than a fraction of them. However, as every character — player and non-player alike — is defined by their sage abilities, there will always be individuals in the world who specialiae in even the most obscure fields of knowledge.

Acquiring Abilities

Once a character's ability stats have been generated and their class selected, the player chooses one of the available sage fields. Most classes have four sage fields, though the druid has three and the bard — an unusual class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are classified as “in field” for the character, while all other studies and abilities available to the class are considered "out of field."

The player then selects a study within the chosen field. Generally, each field contains four studies, though variations exist. Each study includes a set of sage abilities, some of which become part of the character's repertoire. There is no point-buy system involved; rather, advanced sage abilities become accessible as the character gains levels, as described below.

Sage abilities represent actions the character is able to perform. For example, a druid with the study of oceanography is automatically capable of swimming well — no die roll is required. The same character would also possess full knowledge of tides, understand which waters are safe, know the best fishing locations and be familiar with the basics of sailing. These abilities are assumed as part of the character's knowledge and do not require additional verification.

This system defines not only what the character can do but also what they cannot do. A character without sailing ability is incapable of functioning as a sailor, though they may still follow directions and gradually acquire the skill over time. This is achieved through instruction.

Ability Ranking

Starting with childhood, characters begin with no knowledge at all. As levelled individuals, their formal schooling starts at the age of ten, with more advanced training for their character class beginning between ages 13 and 15. Before entering the campaign, a character accumulates 10 knowledge points, which is sufficient to reach "amateur" status in their chosen study. At this stage, they acquire two or more sage abilities, forming the foundation of their expertise.

As the character advances in experience levels, they gain additional knowledge points, which are distributed across multiple studies, both within and outside their primary fields. Over time, these accumulated points allow the character to become an amateur in other studies, progressively acquiring new sage abilities in different areas of knowledge. Upon reaching 30 knowledge points in a single study, the character attains "authority" status. At this level, they unlock new sage studies that reflect a deeper and more specialised understanding of their field. Further progress allows them to achieve authority in multiple studies, each providing additional abilities. This progression continues as the character reaches "expert" status at 60 points and eventually "sage" status at 100 points.

As knowledge accumulates, the character evolves from having basic familiarity with a handful of abilities to becoming a well-rounded expert, mastering dozens of abilities within their class's scope — potentially covering sixty to seventy different skills. As long as the character continues to gain levels, this intellectual progression is inevitable. However, the order in which sage abilities develop and the extent to which each study advances depends on the early choices the player makes regarding the character's interests and focus.

Non-Player Characters

Throughout the game world, individuals — including children, hostile humanoids and intelligent monsters — possess varying degrees of knowledge in different studies, granting them their own sage abilities. Many non-player characters (NPCs) without an experience level still function as skilled specialists in their respective trades, such as cooks, mahouts, historians, musicians, brewers, moneylenders, beggars and farmers. These NPCs may have between s0 and 50 points of knowledge in a specific sage ability, acquired entirely through instruction rather than by gaining experience levels.

Unlike levelled characters, such individuals do not develop a broad range of knowledge across multiple studies or fields. However, they remain valuable sources of expertise and can provide training in specialised skills. A skilled gemcutter can teach a levelled character to cut a diamond, just as an experienced horse trainer can instruct someone in riding a warhorse, regardless of their own lack of combat experience or adventuring ability.

In most cases, the precise extent of an NPC's knowledge does not need to be determined unless they hold particular importance to the campaign. Many individuals may lack even a single amateur-status ability, whether due to poverty, lack of education, physical or mental limitations or simply being too young to have acquired meaningful knowledge. However, in certain fields — such as athletics — even a single point of knowledge may provide noticeable benefits, allowing for minor but practical improvements in a character's physical ability.

Gaining Additional Abilities

As previously stated, additional knowledge points can be acquired through instruction, the specifics of which are detailed in the linked study. Any character, regardless of class, may learn any sage ability, provided they are able to successfully continue their training and can locate an instructor with sufficient knowledge to advance their understanding of that ability. There are no restrictions based on class, meaning a character can expand their expertise beyond their initial studies, provided they dedicate the necessary time and effort to learning.


See Progenitor