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:
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.
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.
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 |
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 |
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.
Comments