There are 9 Secondary Skills in the World of Torr. These skills are not part
of the normal game nor do they functions like normal skills. Many of these
are considered "Tradeskills" as they involve manufacturing of some sort of
item but a few of them are not. The 5 Tradeskills are: Alchemy,
Armorcrafting, Itemcrafting, Weaponcrafting and Mining. There are also 4
Special Skills: Ritual Magic, Siegecraft, Faith, and Leadership.
For more information click Tradeskills or
Special Skills.
These skills are managed from your "Player's Handbook", a persistent item in
you characters inventory which is used for almost all the special features.
For more information click Players Handbook.
Secondary Skill Points
Your character earns 3 skill points per level to spend on secondary skills.
To spend your points or see how many points you have remaining use your
Player's Handbook. Each point spent on a particular skill will increase that
skill by 1 level. If you use tradeskills then you also spend your skill
points learning individual "Crafts"
How Secondary Skill checks are made
The skill system employed here is based off an RPG called "Rolemaster" and
modified to work in this environment. While it is very different from the
traditional D&D skill rolls, some basic principles are the same.
In the
D&D system you typically add a die roll of d20 to an appropriate skill bonus and
if that total is better than the "DC" or difficulty rating of the task, then
you succeed.
To gain a
"success" in the system used here in Torr, you must add you skill bonus and
the difficulty together to a roll of d100 and if that total is
100 or more, you have succeeded in your attempt. The difficulty on a task is
a "bonus" to the roll with easy tasks usually being in the positive numbers
and the harder ones in the negatives.
A quick example would be if
you had Weaponcrafting skill bonus at 25 and tried making a weapon which had a
difficulty of +50 (fairly easy), you would add 75 to a roll of d100 and if
the total was 100 or more it would
be a success.
A detailed description of this system is below:
Please Note. D&D uses a d20 system where this system uses a d100 thus making
all the number involved "scaled up" by 5 times. In this system a "+5" is
equivalent to a "+1" in D&D. Bear that in mind when considering how large
the numbers are when using this system. In the end, the odds are exactly the
same.
You have a "total skill bonus" which represents how good you are with a particular
skill. This bonus is derived from several different places. The largest
factor is usually your "skill bonus" based on how many levels in a
particular skill you have. This will give you about +5 per level of skill. You also get added
bonuses from the attributes that go with that skill (like Strength or
Dexterity) equal to the bonus times 5. You also will get a bonus from certain items like well made tools when
using Itemcrafting for example. All these bonuses combine to form your total
skill bonus
Depending on what you are trying to accomplish, there will
be a difficulty "bonus" associated with it. This difficulty is
also added to your total before a roll is made. The lower the number is the
harder the task since less will be added to your skill roll, you are trying
to break 100 after all and the more added to your roll the better. The difficulty
is usually a positive number (like +75) for simple tasks but can also be a negative number
into the hundreds for the more
difficult tasks.
When performing a skill, you roll a d100 plus you skill
bonus plus the difficulty and you are trying to break 100 total for a
successful attempt. For example if you had a total skill bonus of 50 and
the difficulty of what you were rolling for was +25 you would roll a d100 and
add 75 to it , if the total is 100 or more you succeeded. If you had a skill of 50 and the
difficulty of the task was (-30) for example, you would roll a d100 and add only 20 to it and try to
break 100 (Skill of 50 + Difficulty of (-30) = 20 added to the roll). The factors that go
into your total skill bonus as well as some examples are described below
Skill bonus:
Your skill bonus is +5 per level of skill, 7 levels of skill would be a 35
bonus (5 times 7 = 35). However the amount of bonus you gain begins to taper
off as they get higher providing less and less bonus to your skill.
Every 10 levels you have in a particular skill reduces the bonus the
additional levels add. Your first 10 levels in a skill provide +5 bonus
each, the next 10 after that will only add +2 each , then +1. You
always get at least +1 bonus for a level of skill.
Example: If you have 5 levels of skill, your bonus would be 25 (5 levels at
+5)
Example: If you have 12 levels of skill, your bonus would be 54 (10 levels
at +5 and 2 levels at +2)
Example: If you have 24 levels of skill, your bonus would be 74 (10 levels
at +5, 10 levels at +2, 4 levels at +1 )
Example: With 63 levels of skill, your bonus would be 113 (50 + 20 +
10 + 10 + 10 +10 + 3)
Stat bonus: You also get a bonus to your skill from your appropriate
stats (attributes like Strength or Dexterity). Much like D&D every skill has
a certain stat that helps (or penalize) your skill. Unlike D&D however, this
system adds bonuses from TWO stats averaged together.
Mining skill for example uses Strength and Constitution as a bonus. Since
the numbers in this system are "scaled up" by a factor of 5
compared to D&D, you have to
multiply your bonuses by 5 as well. For
example, when Mining, if you had a Strength bonus of +3 and a Constitution bonus of +1 you
would be adding +10 to your skill bonus ( 15 + 5 = 20, divided by 2
(averaged) = +10).
Every skill takes a different pair of attributes that will add or subtract
to your skill bonus. Viewing your skill with your Player's Handbook will give you details on
where your total bonus is coming from.
Criticals - "Open Ended" d100: In D&D if you roll a 20 its considered a "Critical"
and a 1 is considered a "Fumble". This system used on this server employs a similar system
except on d100, a roll of 96-100 is considered a crit and 01-05 is considered a
fumble (the odds are exactly the same as in D&D , do the math).
To represent the added benefit of rolling a critical in this system, you are allowed to
roll the dice again and add it to the total. This makes it possible to succeed
at a task which would normally be impossible even if you rolled 100 on the
die. This is explained below.
If
your first "roll" is 96-100 on the die then you can roll the die
again and ADD it to the total, if you roll yet another 96-100 you can add
that also and roll again, and continue rolling until you get a "non-Crit"
result thus making it possible to "roll" an infinite number on a d100
if you're lucky enough. However if your first roll is 01-05 (fumble) then you roll again
using the same rules above except you will be SUBTRACTING the next roll from your total
and if you roll crit (96-100) you will continue to subtract and roll until a
non-crit is rolled, you are essentially "Critically Fumbling".
Rolling a fumble (01-05) is only important on the first roll of the die and sets the
entire roll as a "fumble", if rolled again it is simply taken at value.
The system does the entire roll for you and displays the end result so don't
be too confused if you see "Roll: 168" on your screen.
For example: You roll a straight 100 on the die, you roll again and get 54,
your "roll" on the d100 is 154
For example: You roll a 98 on the die, you roll again and get 96, you roll
again and get 18. Your "roll" on the d100 is 214 (98 + 96 + 18)
For example: You roll a 2 on the die (fumble), you roll again and get 99,
you roll again and get a 100 , roll yet again and get 76. Your
fabulous roll is: 2 - 99 - 100 - 76 = (-273). With a roll like that, you can
fail a task in which you had a skill bonus as high as +250!
Successful Skill Roll: Your skill roll consists of you total skill
bonus (including your stat bonuses), plus the difficulty of the task you are
performing plus a roll of d100 added together. If the result is greater than
100 you achieve a success.
Skill Roll Example: You have a total skill bonus of 55 in some skill and you
are making a skill check at a difficulty of (-30). You roll a 90 on
the die, your skill check would look like this:
Roll: 90 + Skill: 55 + Diff: (-30)
= 115 Success
Often the system refers to your skill "modifier", this is simply the total
number that is going to be added to the roll. This is essentially your
total skill bonus and the difficulty combined. It makes the chance for
success easier to visualize. In the above example, your "modifier" for that
attempt would be be +25 because your skill of 55 + the
difficulty of (-30) = 25 . With a roll of
d100 at a +25 modifier its easy to understand that you have about a 1 in 4
chance of getting a success. When picking an item to craft from your
Player's Handbook, your total modifier is often displayed next to an
approximate chance of success if that task was attempted.
Different levels of success: This is what makes this system so much
fun, there are different levels of success! Breaking 100 is a
"normal" success but breaking 150 is "Great Success" and breaking 200 is an
"Incredible Success" ect. There are also different levels of failure.
A Greater Success usually yields a better product when it comes to
tradeskills or an added benefit when used with the other skills while
failures range from simply "try again" to ruining the components and tools
to well... Catastrophes! Partial Success usually means try again at an
additional bonus to your next roll. The following table
shows all the possible outcomes of your skill attempt:
| (-51) or less |
Catastrophic Failure! |
Typically the total loss of the components being worked with in
addition to physical damage or death and/or highly detrimental effects
inflicted on the user and sometimes the general public! |
| (-50) to 0 |
Incredible Failure! |
Failure with a loss of some components or progress when it comes to
tradeskills. Moderate adverse effects in addition to total failure when other skills are involved |
| 1 to 74 |
Failure |
Simple failure usually warrants a total "retry" concerning tradeskills
or simply "no effect" when it comes to other skills. Sometimes involves
the loss of some components or temporary adverse effects. |
| 75 to 99 |
Partial Success |
Almost, but not quite. Either provides a lesser effect / lower quality
item or is the same as normal failure but provides an additional one shot
bonus to the next roll using the same skill. |
| 100 to 149 |
Success |
Typical success provides the effect or item you were shooting for. |
| 150 to 199 |
Great Success! |
A better quality version or more quantity of the intended item when it comes to
tradeskills. An additional effect or bonus when it comes to other skills. |
| 200 - 249 |
INCREDIBLE Success! |
A Superior quality item when Tradeskilling and an even bigger benefit
when used with other skills. |
| 250 - 299 |
PHENOMENAL Success! |
An exceptional quality item when Tradeskilling. Special bonuses or
events when using other skills. |
| 300 + |
LEGENDARY SUCCESS!! |
An Item of Legendary craftsmanship when Tradeskilling and typically a
special event or divine intervention when other skills are involved. |
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