Post by Xxsuperheroxx on Feb 16, 2023 15:34:25 GMT -6
When a player character selects a class, this profession is assumed to be that which the character has been following previously, virtually to the exclusion of all other activities. Thus the particular individual is a 1st level od ability. However, some minor knowledge of certain mundane skills might belong to the player character - information and training from early years of incidentally picked up while the individual was in apprenticeship learning his or her primary professional skills of clericism, fighting, etc. If your particular campaign is aimed at a level of play where secondary skills can be taken into account, then use the table below to assign them to player characters, or even to henchmen if you desire.
Secondary Skills Table
When secondary skills are used, it is up to the DM to create and/or adjudicate situations in which these skills are used or useful to the player character. As a general rule, having a skill will give the character the ability to determine the general worth and soundness of an item, the ability to find food, make small repairs, or actually construct (crude) items. For example, an individual with armorer skill could tell the quality of normal armor, repair chain links, or perhaps fashion certain weapons. To determine the extent of knowledge in question, simply assume the role of one of these skills, one that you know a little something about, and determine what could be done with this knowledge. Use this as a scale to weigh the relative ability of the character with secondary skills.
(see also the Campaign, Social class & rank in AD&D)
Secondary Skills Table
01-02 | Armorer |
03-04 | Bowyer/fletcher |
05-10 | Farmer/gardener |
11-14 | Fisher (netting) |
15-20 | Forester |
21-23 | Gambler |
24-27 | Hunter/fisher (hook and line) |
28-32 | Husbandman (animal husbandry) |
33-34 | Jeweler/lapidry |
35-37 | Leather worker/tanner |
38-39 | Limner/painter |
40-42 | Mason/carpenter |
43-44 | Miner |
45-46 | Navigator (fresh or salt water) |
47-49 | Sailor (fresh or salt water) |
50-51 | Shipwright (boat or ship) |
52-54 | Tailor/weaver |
55-57 | Teamster/freighter |
58-60 | Trader/barterer |
61-64 | Trapper/furrier |
65-67 | Woodworker/cabinetmaker |
68-85 | No skill of measurable worth |
86-00 | Roll twice ignoring this result hereafter |
When secondary skills are used, it is up to the DM to create and/or adjudicate situations in which these skills are used or useful to the player character. As a general rule, having a skill will give the character the ability to determine the general worth and soundness of an item, the ability to find food, make small repairs, or actually construct (crude) items. For example, an individual with armorer skill could tell the quality of normal armor, repair chain links, or perhaps fashion certain weapons. To determine the extent of knowledge in question, simply assume the role of one of these skills, one that you know a little something about, and determine what could be done with this knowledge. Use this as a scale to weigh the relative ability of the character with secondary skills.
(see also the Campaign, Social class & rank in AD&D)