diff --git a/Creation/Advancement/index.md b/Creation/Advancement/index.md index 20a4e32e1..aa052c426 100644 --- a/Creation/Advancement/index.md +++ b/Creation/Advancement/index.md @@ -40,6 +40,12 @@ As your character goes on adventures and overcomes challenges, they gain experie * You cannot purchase a language at accented level, unless you already speak that language at broken level. Thus the total cost to go from untrained to accented is 6 points. * When you permanently increase your Intelligence modifier or your proficiency modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained. +## Expertise +You can have expertise with a weapon, skill, tool, or defence that they are already trained with. A character with expertise benefits from an additional +1d on their d20 roll. Additionally, passive scores that benefit from expertise increase by an additional +2, for a total of +6 together with the proficiency bonus. + +## Mastery +You can be a master with a weapon, skill, tool, or defence that you are already an expert at. A character with mastery benefits from a third +1d on their d20 roll. Additionally, passive scores that benefit from mastery increase by an additional +1, for a total of +7 together with the proficiency and expertise bonuses. + ## Purchasing Improved Attributes A veteran adventurer may have trained or honed their natural abilities well enough to improve one of their six base attributes. While even the most determined development isn’t enough to turn complete ineptitude into gifted competence, a hard-working adventurer can hone their existing strengths considerably. diff --git a/Creation/Talents/index.md b/Creation/Talents/index.md index 24076f3a8..8ecf1e439 100644 --- a/Creation/Talents/index.md +++ b/Creation/Talents/index.md @@ -5,7 +5,7 @@ nav_order: 4 --- # 4. Choose Talents -When creating a character, you begin play with 120 character points to spend on talents, plus a number of additional character points equal to your Intelligence modifier. These points are spent as described in the table below: +When creating a character, after generating your attribute scores, you typically begin play with 120 character points to spend on talents. These points are spent as described in the table below: | Benefit | Character Points | |:-------:|:----------------:| @@ -28,30 +28,21 @@ When creating a character, you begin play with 120 character points to spend on Record all of your talents on your character sheet. ## Proficiency -Many of talents grant **proficiency** in armour, weapons, skills, defences and sometimes tools. Your proficiencies define many of the things that your character can do particularly well, from using certain weapons to telling a convincing lie. +Many talents grant **proficiency** in armour, weapons, skills, defences and sometimes tools. Your proficiencies define many of the things that your character can do particularly well, from using certain weapons to telling a convincing lie. -A proficiency bonus can be either a bonus d20 that is applied to a d20 roll as an instance of advantage, or a numerical bonus that is applied to a defence or other static score, such as your passive skill. +A proficiency bonus can be either a bonus d20 that is applied to a d20 roll as an instance of +1d, or a numerical bonus that is applied to a defence or other static score, such as your passive skill. -When a roll is made with proficiency, then roll with [+1d](http://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/AdvantageandDisadvantage.html). This applies to: -* Attack rolls using weapons that you're proficient with -* Attack rolls with spells that you cast -* Checks using defences, skills, or tools that you're proficient in +The first level of proficiency is called **training**. When a roll is made with trained proficiency, then roll with [+1d](https://stormchaserroleplaying.com/stormchaserRPG/Introduction/Playing/+1d/). This applies to: +* Attack rolls using weapons that you're trained with +* Attack rolls with spells from a spell school that you're trained in +* Checks using defences, [skills](https://stormchaserroleplaying.com/stormchaserRPG/Skills/), or [tools](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/) that you're trained with -Your proficiency bonus to defences and other static scores is +4. +Your training bonus to defences and other static scores is +4. -Your class determines your weapon proficiencies, your defence proficiencies and some of your skill and tool proficiencies. (Skills are described [here](https://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/AbilityChecks/Skills/) and tools [here](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/).) Your background gives you additional proficiencies and some species give you more proficiencies. Be sure to note all of these proficiencies on your character sheet. +You can purchase training with your character points and some cultures also grant training. Be sure to note all of these proficiencies on your character sheet. Proficiency cannot apply to a single die roll or other number more than once. If a circumstance suggests that your proficiency applies more than once to the same roll, you nevertheless benefit only once. -### Expertise -You can have expertise with a weapon, skill, tool, or defence that they are already proficient in. A character with expertise benefits from an additional +1d on their d20 roll. Additionally, passive scores that benefit from expertise increase by an additional +2, for a total of +6 together with the proficiency bonus. - -### Mastery -You can be a master with a weapon, skill, tool, or defence that you are already an expert at. A character with mastery benefits from a third +1d on their d20 roll. Additionally, passive scores that benefit from mastery increase by an additional +1, for a total of +7 together with the proficiency and expertise bonuses. - -### Overrolling -When the exact total of a check is relevant (for example, when determining the quality of a crafted item), for every die beyond the first that makes the target DC, you gain a +1 to your final result. For every natural 20 beyond the first, you gain a +2 to your final result. - ## Starting With Additional Character Points Typically, a character starts with a total of 150 character points for attributes and talents and advances by adventuring and gaining experience. A starting character is inexperienced in the adventuring world, although they might have been a soldier or a pirate and done dangerous things before. diff --git a/Skills/index.md b/Skills/index.md index 4efe61bbc..46f0360f4 100644 --- a/Skills/index.md +++ b/Skills/index.md @@ -23,3 +23,6 @@ For example, if a character attempts to climb up a dangerous cliff, the Game Mas ## Skills with Different Abilities Normally, a skill is associated with a specific attribute. For example, intimidation usually uses Charisma. However, the skill check might reasonably be governed by a different attribute. In such cases, the GM might ask for a check using an unusual combination of attribute and skill, or you might ask your GM if you can use a different attribute. For example, if a half-orc barbarian uses a display of raw strength to intimidate an enemy, the GM might ask for an intimidation check using Strength, even though intimidation is normally associated with Charisma. Thus, the barbarian may add their Strength bonus to in place of their Charisma bonus to the intimidation check. + +### Overrolling +When the exact total of a check is relevant (for example, when determining the quality of a crafted item), for every die in your dice pool beyond the first that makes the target DC, you gain a +1 to your final result. For every natural 20 beyond the first, you gain a +2 to your final result.