Difference between revisions of "Harden Commoner (sage ability)"

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'''Harden Commoner''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] which enables the instructor character to make the harsh principles of combat more familiar to the everyday [[Commoner (non-player character)|commoner]], most likely a person who has hardly met with a serious threat to their life.
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[[File:Harden Commoner (sage ability).jpg|right|490px|thumb]]
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'''Harden Commoner''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] that enables the character to explain and motivate [[Commoner (non-player character)|ordinary persons]] to accept the harsh realities of [[Combat|combat]], understanding that most such persons have never faced such a threat in their lives.
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__TOC__
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Within the game world's social order, commoners are rarely given an opportunity to learn these skills.  They might be ordered to do so, or the opportunity may be given freely.  In the latter case, expect 80% to 95% will volunteer (5 x 1d4, +75%).
  
To impart a small amount of training requires only 3 hours a week per commoner (who cannot bear more), for a period of six weeks. At the end of each week, the commoner must make a [[Ability Checks|wisdom check]]. Each success counts towards a small improvement in the commoner's skill in armed combat. Each fail, in turn, will produce a 50/50 chance that the commoner will simply quit learning. For those who last, no more than six weeks of this training can be given. The number of successes then adjust the commoner’s [[Experience (X.P.)|experience]], [[Morale|morale]], penalty to hit with weapons and use of [[Armour List|armour]].
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Thus the training requires a considerable shift in mindset, physical conditioning and skill acquisition.  While commoners have a basic level of physical fitness from their labour-intensive vocations, actions such as running, marching and combat drills are very different; as students, commoners must build endurance, stamina and muscle strength.  
  
As a reminder, a commoner starts with a single [[Hit Dice|die]] for hit points, zero x.p., a morale of 9-12 (8+1d4), -6 to hit with proper weapons and no ability to use armour. Each success, in order, produces the following adjustment:
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== Training Process ==
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Only a small amount of training is required, about '''6 hours per week'''.  Once this training has occurred, the student makes a [[Constitution (ability stat)|constitution]] [[Ability Checks|check]]. If successful, the commoner improves as a combatant; if the check fails, however, no improvement occurs — and there is a 1 in 4 chance of the commoner refusing to continue the training. Those who continue may receive further training the next week.
  
# add 10 x.p. and minus 1 morale.
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Once the commoner has succeeded six times, he or she becomes a "[[Comrade (non-player character)|comrade]]," or hardened commoner. In the interim, however, even some training is a benefit should the commoner be required to fight. As a reminder, commoners typically have one die for [[Hit Points|hit points]] (d6 or d8), zero [[Experience (X.P.)|experience]], a [[Morale|morale]] of 10, a -6 non-proficiency penalty with anything except a familiar work tool (causing 1-4 damage), and an inability to use armour.
# add 5 x.p. and adjust to a -5 penalty to hit with proper weapons; adjust students with 1 h.p. to 2 h.p.
 
# add 5 x.p. and learn the use of a small wooden shield.
 
# add 10 x.p. and adjust to a -4 penalty to hit with proper weapons.
 
# add 10 x.p. and reduce morale to a maximum of 8; adjust students with 2 h.p. to 3 h.p.
 
# learn how to wear, move in and fight in padded armour.
 
  
For example, Lionel succeeds in week 1, fails in week 2 but stays with it, succeeds again in weeks 3 and 4, then fails in week 5 and quits. Altogether, Lionel succeeds three times. This gives him 20 x.p., an 8-11 morale, a -5 penalty to hit using a club (1-6 damage) and the ability to defend himself with a shield. And he has a minimum of 2 h.p.
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=== Benefits from Training ===
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Each success produces a specific received benefit. In order, these are:
  
With time and effort, a whole village can be strengthened in this way, with a higher percentage of the villagers reaching [[Comrade|comrade]] status should the village need to be defended.
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* '''1st week''': moral improves to 9; character learns how to hold and use a shield in combat.
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* '''2nd week''': increase constitution ability stat by 1 point; reduce non-proficiency penalty to -5.
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* '''3rd week''': add 1 h.p. to character's natural total; become proficient with a club, causing 1-6 damage.
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* '''4th week''': learn how to wear and fight in padded armour.
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* '''5th week''': train in the use of a spear, so that the character is now -3 to hit with it.
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* '''6th week''': add another h.p. to character's natural total; improve use of a spear, so the character is -1 to hit.
  
  
See [[Instruction (sage study)]]
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See also,<br>
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[[Instruction (sage study)]]
  
 
[[Category: Sage Abilities]]
 
[[Category: Sage Abilities]]

Revision as of 16:56, 13 August 2023

Harden Commoner (sage ability).jpg

Harden Commoner is an amateur-status sage ability that enables the character to explain and motivate ordinary persons to accept the harsh realities of combat, understanding that most such persons have never faced such a threat in their lives.

Within the game world's social order, commoners are rarely given an opportunity to learn these skills. They might be ordered to do so, or the opportunity may be given freely. In the latter case, expect 80% to 95% will volunteer (5 x 1d4, +75%).

Thus the training requires a considerable shift in mindset, physical conditioning and skill acquisition. While commoners have a basic level of physical fitness from their labour-intensive vocations, actions such as running, marching and combat drills are very different; as students, commoners must build endurance, stamina and muscle strength.

Training Process

Only a small amount of training is required, about 6 hours per week. Once this training has occurred, the student makes a constitution check. If successful, the commoner improves as a combatant; if the check fails, however, no improvement occurs — and there is a 1 in 4 chance of the commoner refusing to continue the training. Those who continue may receive further training the next week.

Once the commoner has succeeded six times, he or she becomes a "comrade," or hardened commoner. In the interim, however, even some training is a benefit should the commoner be required to fight. As a reminder, commoners typically have one die for hit points (d6 or d8), zero experience, a morale of 10, a -6 non-proficiency penalty with anything except a familiar work tool (causing 1-4 damage), and an inability to use armour.

Benefits from Training

Each success produces a specific received benefit. In order, these are:

  • 1st week: moral improves to 9; character learns how to hold and use a shield in combat.
  • 2nd week: increase constitution ability stat by 1 point; reduce non-proficiency penalty to -5.
  • 3rd week: add 1 h.p. to character's natural total; become proficient with a club, causing 1-6 damage.
  • 4th week: learn how to wear and fight in padded armour.
  • 5th week: train in the use of a spear, so that the character is now -3 to hit with it.
  • 6th week: add another h.p. to character's natural total; improve use of a spear, so the character is -1 to hit.


See also,
Instruction (sage study)