Difference between revisions of "Knowledge Points"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 45: Line 45:
  
 
=== Amateur ===
 
=== Amateur ===
'''Amateur-status abilities''' are unlocked and made available to characters who have 10 or more points of knowledge in that study.  '''For example''', an amateur [[Burglary (sage study)|burglar]] possesses five different abilities: [[Appraisal I (sage ability)|appraisal I]], [[Break & Enter (sage ability)|break & enter]], [[Case Building (sage ability)|case building]], [[Detect Concealed Door (sage ability)|detect concealed doors]] and [[Lookout (sage ability)|lookout]].  The number of sage abilities in a given study or at a given status varies.
+
Amateur-status abilities are unlocked and made available to characters who have 10 or more points of knowledge in that study.  '''For example''', an amateur [[Burglary (sage study)|burglar]] possesses five different abilities: [[Appraisal I (sage ability)|appraisal I]], [[Break & Enter (sage ability)|break & enter]], [[Case Building (sage ability)|case building]], [[Detect Concealed Door (sage ability)|detect concealed doors]] and [[Lookout (sage ability)|lookout]].  The number of sage abilities in a given study or at a given status varies.
  
 
On the whole, amateur abilities convey a familiarity with the subject, while offering minimal practical application.  There are things characters are able to do, but most abilities of this status focus on facts, background and understanding.  Some of this ss given to characters during their initial training, but as the character gains levels, more is steadily accumulated from whatever sources happen to be around in the game world.  These are assumed to exist, just as characters are assumed to be interested in conversations with others about these topics, and in surveying any books and other writings they happen to encounter.
 
On the whole, amateur abilities convey a familiarity with the subject, while offering minimal practical application.  There are things characters are able to do, but most abilities of this status focus on facts, background and understanding.  Some of this ss given to characters during their initial training, but as the character gains levels, more is steadily accumulated from whatever sources happen to be around in the game world.  These are assumed to exist, just as characters are assumed to be interested in conversations with others about these topics, and in surveying any books and other writings they happen to encounter.
  
 
=== Authority ===
 
=== Authority ===
'''Authority-status abilities''' are unlocked and made available when the character reaches 30 knowledge in the study.  This brings new sage abilities, more practical and effective than those an amateur has.
+
Authority-status abilities are unlocked and made available when the character reaches 30 knowledge in the study.  This brings new sage abilities, more practical and effective than those an amateur has.
  
 
Authorities view the study with occupational experience.  They're fully competent regarding the ordinary components and procedures involved, enabling them to make things and express their craft proficiently.  Using rules of thumb, they've gathered the foreknowledge to respond to unexpected situations; their abilities reflect this.
 
Authorities view the study with occupational experience.  They're fully competent regarding the ordinary components and procedures involved, enabling them to make things and express their craft proficiently.  Using rules of thumb, they've gathered the foreknowledge to respond to unexpected situations; their abilities reflect this.
  
 
=== Expert ===
 
=== Expert ===
'''Expert-status abilities''' are unlocked and made available when the character reaches 60 knowledge in the study.  Again come a group of new sage abilities, some of which verge on bending the rules of natural law.  Experts have knowledge in a magical world that permit new ideals and conceptions.  Such persons are ready to move outside the framework of their profession, exploring each study on the fringes of its innovation.   
+
Expert-status abilities are unlocked and made available when the character reaches 60 knowledge in the study.  Again come a group of new sage abilities, some of which verge on bending the rules of natural law.  Experts have knowledge in a magical world that permit new ideals and conceptions.  Such persons are ready to move outside the framework of their profession, exploring each study on the fringes of its innovation.   
  
 
=== Sage ===
 
=== Sage ===
'''Sage-status abilities''' are unlocked and made available when the character reaches 100 knowledge in the study.  These are the last sage abilities the character gains within this study.  At this point, very unusual opportunities and powers come into the character's possession, allowing all manner of creation and investigation into the absurd and multi-varied universe.  For the most part, it takes some time to accumulate this many points, with most characters achieving sage-status when above the 15th level of experience.
+
Sage-status abilities are unlocked and made available when the character reaches 100 knowledge in the study.  These are the last sage abilities the character gains within this study.  At this point, very unusual opportunities and powers come into the character's possession, allowing all manner of creation and investigation into the absurd and multi-varied universe.  For the most part, it takes some time to accumulate this many points, with most characters achieving sage-status when above the 15th level of experience.
  
 
== Upgrading Fields and Studies ==
 
== Upgrading Fields and Studies ==

Revision as of 21:48, 14 October 2023

Knowledge Points.jpg

Knowledge points, or simply "knowledge," most often measures a character's status in a general sage study. Knowledge accumulates through gaining experience levels and special instruction.

In the case of non-levelled persons, by means of instruction or one's progenitor, knowledge points can also be applied to a single sage ability — in which case, additional knowledge of the accompanying study is not possessed. Most non-levelled characters possess knowledge in this latter fashion.

For example, the fighter Rask has 23 points of knowledge in the study of horseback riding. This gives him 23 points in each sage ability within that study, including riding, feeding and domesticating a horse. However, another individual, Jared, might only have 23 points in just riding a horse, without the whole study's additional knowledge. Thus Jared would ride as well as Rask, but he wouldn't have skills in caring for a horse or even riding a horse in combat, as Rask would.

Choosing Studies and Fields

For player characters, it's assumed their youths required much training in making them a character class. Each class has access to sage abilities through the following links:


Each of the above pages shows a number of sage fields; there are usually four fields for each class. Druids have only three. Bards have sixteen. In creating a 1st level character, the players choose just one field from their character class. This becomes their "chosen field."

Within each field there are a set of "studies." Studies in a chosen field are called "in-field"; other studies are called "out-of-field." Characters are now allowed to pick on of their in-field studies as their "chosen study." This gives each character one chosen field and one chosen study.

If a character is multi-classed, then he or she may choose one field for the total of all the fields in whatever classes the character possesses. The study in that field is then chosen normally. Multi-classed characters do not start with multiple fields.

Assigning Knowledge

Part of the character creation process is to assign knowledge points to every study the character has, both in and out of their chosen field. This involves a die roll for each, as follows:

Chosen study in the chosen field. Player characters automatically receive 12 pts. in this study at 1st level. Non-player characters would roll a d12. When both player and non-player characters achieve a new level, an additional 1d12 is rolled, with this number being added to the character's previous total. Thus, a 2nd level character would have 12 + 1d12 points of knowledge in that study.
In-field studies. These are the non-chosen studies in the character's chosen field. Each receives 1d8 -1 points of knowledge, or a number ranging from 0 to 7. This is the same for both player and non-player characters. Then, when a character reaches a new level, a d8 -1 is rolled again, and the new number added to the character's previous total. Thus, a 2nd level character would have 2d8 -2 points of knowledge in each non-chosen study in their chosen field.
Out-of-field studies. These are all other studies the character has. Each receives 1d4 -1 points of knowledge. Except that a d4 rather than a d8 is used, the accumulation of points works the same for these studies as for in-field studies.

Druids and bards both work differently from the above. Be sure to examine the pages on those classes closely when assigning knowledge points. See below on how to increase the number of knowledge points characters can add to their studies at higher experience levels.

Status

A character's status within a sage study is determined by the number of knowledge points they have. The lowest status is "unskilled." This status offers no sage abilities. Each status above unskilled (amateur, authority, expert and sage) provides new sage abilities as that level of knowledge is unlocked.

Amateur

Amateur-status abilities are unlocked and made available to characters who have 10 or more points of knowledge in that study. For example, an amateur burglar possesses five different abilities: appraisal I, break & enter, case building, detect concealed doors and lookout. The number of sage abilities in a given study or at a given status varies.

On the whole, amateur abilities convey a familiarity with the subject, while offering minimal practical application. There are things characters are able to do, but most abilities of this status focus on facts, background and understanding. Some of this ss given to characters during their initial training, but as the character gains levels, more is steadily accumulated from whatever sources happen to be around in the game world. These are assumed to exist, just as characters are assumed to be interested in conversations with others about these topics, and in surveying any books and other writings they happen to encounter.

Authority

Authority-status abilities are unlocked and made available when the character reaches 30 knowledge in the study. This brings new sage abilities, more practical and effective than those an amateur has.

Authorities view the study with occupational experience. They're fully competent regarding the ordinary components and procedures involved, enabling them to make things and express their craft proficiently. Using rules of thumb, they've gathered the foreknowledge to respond to unexpected situations; their abilities reflect this.

Expert

Expert-status abilities are unlocked and made available when the character reaches 60 knowledge in the study. Again come a group of new sage abilities, some of which verge on bending the rules of natural law. Experts have knowledge in a magical world that permit new ideals and conceptions. Such persons are ready to move outside the framework of their profession, exploring each study on the fringes of its innovation.

Sage

Sage-status abilities are unlocked and made available when the character reaches 100 knowledge in the study. These are the last sage abilities the character gains within this study. At this point, very unusual opportunities and powers come into the character's possession, allowing all manner of creation and investigation into the absurd and multi-varied universe. For the most part, it takes some time to accumulate this many points, with most characters achieving sage-status when above the 15th level of experience.

Upgrading Fields and Studies

As characters move upwards in experience levels, they reach a point where they may upgrade a study or a field in order to gain knowledge points more quickly.

Studies

When characters reach 5th level, they're entitled to select a different study inside their chosen field. This elevates the study from non-chosen to chosen ... and increases the number of accumulated knowledge in that study going forward. All previously achieved knowledge remains unchanged.

For example, Olivia the Thief has just turned 5th level. Her chosen field is fraud, and her chosen study in that field is forgery. Before achieving 5th, she managed to accumulate 32 points in forgery (12 +3d12), becoming an authority. In chicanery and double-dealing, however, where she's rolled (4d8 -4), she has only a 13 in chicanery and an 11 in double-dealing. But now, upon reaching 5th level, she can elevate chicanery to a chosen study. This means she now rolls a d12 for that study, and still a d8 -1 for double-dealing. Naturally, she also rolls a d12 for forgery, as always.

Characters obtain yet additional chosen studies at 9th level, 13th, 17th and so on.

Fields

When characters reach 7th level, they're entitled to add a new field to their list of chosen fields. This upgrades all the die rolls for studies in that field from d4 minus 1 to d8 minus 1. And it further means that when the character chooses a new study from their "chosen field," that study may come from either of the character's existing fields.

Characters obtain yet additional chosen fields at 13th and 19th levels. As druids have only three fields, all their fields are considered chosen by the 13th level. Most other classes count all their fields as chosen by the 19th level. Only bards are an exception, recieving their 5th chosen field at 25th level. Bards as a class cannot progress beyond the 26th level.


See The Adventure