Skills Proposal in Death Before Dishonor! | World Anvil

Skills Proposal

Skill Determination   There are four essential skills within Death Before Dishonor!. They are: Swordsmanship, Horsemanship, Marksmanship, and Etiquette. They are all based on a simple system for resolution of their respective challenges, which will be detailed below. All of these skills operate on a similar scale: a number between 3 and 18 initially, with an average of 10 or 11 on that scale.   Swordsmanship is simply Expertise, renamed. Like its original version, it is determined by a 3d6 roll at the time of character creation. Marksmanship, likewise, is determined by the same method, as is Horsemanship.   Etiquette is a special case, as it is determined by the roll of a single die, then added to the SL to determine its value. Most commoners will tend to have a poor Etiquette, with only titled nobles (or their sons) in possession of any notable skill in this regard.   As a general rule of thumb, the following values may be helpful in establishing the relative skill between characters:  
Value
Swordsmanship Marksmanship Horsemanship Etiquette
3-5
Neophyte Untrained Helpless Vulgar
6-8
Student Hesitant Clumsy Coarse
9-12
Competent Proficient Trained Common
13-15
Master Marksman Cavalryman Gentleman
16-18
Master Superior Sniper Cossack Noble Air
19-20
Grandmaster Sharpshooter Master Horseman Grand
21+
Wizard Master Marksman Master Cavalryman Diplomat
  To determine the success of a skill, compare its value against whatever opposition it faces. The number of the table below is the result necessary or higher (rolled on 2d6) to succeed against the difficulty.  
Skill: Opposition:
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21+
3
7
8
9
10
11
12
X
X
X
X
X
X
X
X
X
X
X
X
X
4
6
7
8
9
10
11
12
X
X
X
X
X
X
X
X
X
X
X
X
5
5
6
7
8
9
10
11
12
X
X
X
X
X
X
X
X
X
X
X
6
4
5
6
7
8
9
10
11
12
X
X
X
X
X
X
X
X
X
X
7
3
4
5
6
7
8
9
10
11
12
X
X
X
X
X
X
X
X
X
8
2
3
4
5
6
7
8
9
10
11
12
X
X
X
X
X
X
X
X
9
A
2
3
4
5
6
7
8
9
10
11
12
X
X
X
X
X
X
X
10
A
A
2
3
4
5
6
7
8
9
10
11
12
X
X
X
X
X
X
11
A
A
A
2
3
4
5
6
7
8
9
10
11
12
X
X
X
X
X
12
A
A
A
A
2
3
4
5
6
7
8
9
10
11
12
X
X
X
X
13
A
A
A
A
A
2
3
4
5
6
7
8
9
10
11
12
X
X
X
14
A
A
A
A
A
A
2
3
4
5
6
7
8
9
10
11
12
X
X
15
A
A
A
A
A
A
A
2
3
4
5
6
7
8
9
10
11
12
X
16
A
A
A
A
A
A
A
A
2
3
4
5
6
7
8
9
10
11
12
17
A
A
A
A
A
A
A
A
A
2
3
4
5
6
7
8
9
10
11
18
A
A
A
A
A
A
A
A
A
A
2
3
4
5
6
7
8
9
10
19
A
A
A
A
A
A
A
A
A
A
A
2
3
4
5
6
7
8
9
20
A
A
A
A
A
A
A
A
A
A
A
A
2
3
4
5
6
7
8
21+
A
A
A
A
A
A
A
A
A
A
A
A
A
2
3
4
5
6
7
  A: Automatic success. When calculating for points, simply roll 2d6 and deduct nothing.
X: Automatic failure. No points are possible.   When using this matrix for competitions (such as a marksmanship tournament), one of two methods can be used. Either set the range to the target as a fixed value (having each contestant roll against its difficulty), or match one contestant's skill against another. In any event, a successful roll is worth a number of points equal to the roll minus the target. Thus a roll of 10 against a target of 6 is worth (10-6=4) points; whereas a roll of 7 against a target of 7 is a success, but awards no points.   In the case of pistols at dawn, the roll is one contestant versus the skill of his opponent. A hit with no points is a graze, and every point scored inflicts 15 Endurance in wounds.

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