Difference between revisions of "Instruction (sage study)"

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== Teaching Process ==
 
== Teaching Process ==
   
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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 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, religion or the occult; or scientific, such as instruction in alchemy, geology and medicine.
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A physical knowledge point requires 2 weeks of training, after which the character rolls an [[Ability Checks|abilities check]] in both strength and 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)
  
  
The instructor's time is valuable; only 48 hours per week can be spent, potentially with multiple students, and no more than eight hours per day.  Beyond that, the instructor is too tired to be useful, and one day every six must be taken in complete rest, without taking part in travel or adventure.
 
  
 
What can be taught is limited by the [[Ability Stats|ability stats]] of the student and the [[Knowledge Points|knowledge]] possessed by the instructor. The instructor cannot teach what is not known ~ and in many cases the knowledge that can be provided to the student is less than the instructor knows. However, since the study includes the possibility of a student obtaining levelled status, there is room for a student to ultimately surpass the instructor, given time.
 
What can be taught is limited by the [[Ability Stats|ability stats]] of the student and the [[Knowledge Points|knowledge]] possessed by the instructor. The instructor cannot teach what is not known ~ and in many cases the knowledge that can be provided to the student is less than the instructor knows. However, since the study includes the possibility of a student obtaining levelled status, there is room for a student to ultimately surpass the instructor, given time.

Revision as of 17:46, 27 September 2022

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.

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.

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.

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, running, diving or climbing. Cognitive skills require 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, religion or the occult; or scientific, such as instruction in alchemy, geology and medicine.

A physical knowledge point requires 2 weeks of training, after which the character rolls an abilities check in both strength and 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)


What can be taught is limited by the ability stats of the student and the knowledge possessed by the instructor. The instructor cannot teach what is not known ~ and in many cases the knowledge that can be provided to the student is less than the instructor knows. However, since the study includes the possibility of a student obtaining levelled status, there is room for a student to ultimately surpass the instructor, given time.

Sage Abilities

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

Amateur Status

  • Read & Write: gives characters knowledge of letters and comprehension.


Authority Status

  • Pass Along Ability: enables the possible acquisition of a sage ability from a study in which the instructor is an authority.
  • Train Levelled Fighter: provides the training needed for a soldier-at-arms to advance to a levelled character.


See also,
Bard Sage Abilities
Fighter Sage Abilities
Ranger Sage Abilities