Rules Sketch: Proficiencies revised

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

I realise I haven’t listed or talked about proficiencies exactly. Let’s give it a go. Here is the ability check rule:

When you attempt a task, consider whether it requires training, or whether anyone can do it. If it requires training, you need proficiency to attempt it. If it anyone can do it or you have proficiency, and it is a simple task or the consequences of failure are negligible, you succeed. If it is complex or the consequences of failure are significant, perform an ability check.

To perform an ability check, roll 1d20. If the result is less than your ability score, you succeed but face a consequence. If it is not less than your ability score or the result is 20, you do not succeed and face a consequence. The game master chooses the consequence.

If you have proficiency, roll 2d20. If both dice are a success, you succeed without consequence. If you have a disadvantage, roll 2d20 and only take the lowest score.

If an item, ability or mastery grants you a numerical bonus, it is subtracted from the result of the roll. If your result is less than zero, you get greater effect than intended. You can always trade advantage for special effect or greater effect, by negotiation with the game master.

If your party is asked to make a group ability check, choose a leader. Each member of the party rolls an ability check, and for each failure, the leader spends 1d6 HP.

Now, let’s talk about proficiencies.

At first level or as an advancement, a PC can choose to gain a proficiency slot. During downtime, a PC can use that proficiency slot to gain a proficiency by taking the training downtime action. Proficiency slots are, by default, empty, and you need to train with a teacher to gain proficiency.

Proficiency is required to use most equipment: Armour, shields, weapons, lock picks, musical instruments or games of chance. You cannot use something to perform an ability check without proficiency. Proficiencies always include the use of relevant equipment, for example a lock picking proficiency includes use of lock picks, and a blacksmithing proficiency includes use of a forge.

If you spend a second or more proficiency slots on the same proficiency during training, you gain mastery. For each level of mastery, gain 1 bonus to your ability checks using that proficiency.

Only fighters can have mastery in weapons, however aside from that restriction, any PC can take any proficiency and have mastery in any proficiency.

Some downtime actions require a proficiency to perform. These downtime proficiencies are only available through unique class advancements, and are hence restricted to those classes. Examples include inscribe scroll and charge wand for a wizards.

Easy. This has all been discussed and alluded to before, just not clarified. I just need to write a proficiency list, which I’ll likely just pull from the wider line of second edition books.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on proficiencies and if I’ve missed anything! I’m certainly at the nit-picking and revising stage, and am entering the home run!

Idle Cartulary

10th June 2022

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