Player Character Non-Professional Skills


Creating the Player Character - - - -
DMG - - - -

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 at 1st level of ability.
However, some minor knowledge of certain mundane skills might belong to the player character --
information and training from early years or 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 so desire.

Assign a skill randomly,
or select according to the background of your campaign.
To determine if a second skill is known,
roll on the table,
and if the dice indicate a result of TWO SKILLS,
then assign a second,
appropriate one.

Secondary Skills Table (DMG.1.12)
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/lapidary
35-37    Leather worker/tanner
38-39    Limner/painter
40-42    Mason/carpenter
43-44    Miner
45-46    Navigator
47-49    Sailor (fresh or salt)
50-51    Shipwright (boats or ships)
52-54    Tailor/weaver
55-57    Teamster/freighter
58-60    Trader/barterer
61-64    Trapper/furrier
65-67    Woodworker/cabinetmaker
65-85    NO SKILL OF MEASURABLE WORTH
86-00    ROLL TWICE IGNORING THE 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 characters with secondary skills.

(See also THE CAMPAIGN, SOCIAL CLASS & RANK IN AD&D.)


<

Secondary Skills work just like Proficiencies as detailed in the DUNGEONEER'S SURVIVAL GUIDE. <revise and link>
To determine if a difficult task related to the skill succeeds,
an Ability Save at a +4 penalty must be made using the related Ability score.
Below is a synopsis of which scores influence which skills.

STRENGTH: Carpenter
    Mason
    Teamster/Freighter
INTELLIGENCE: Armorer
    Leather worker/Tanner
    Shipwright (boats or ships)
    Tailor/Weaver
WISDOM: Farmer/Gardener
    Fisher (netter)
    Forester
    Hunter/Fisherman (hook & line)
    Husbandry (animal raising)
    Limner/Painter
    Navigator
    Trapper/Furrier
DEXTERITY: Bowyer/Fletcher
    Jeweler/Lapidary
    Sailor (fresh or salt water)
    Woodworker/Cabinetmaker
CHARISMA: Gambler
    Trader/merchant

- from REF2 Player Character Record Sheets

>
 
 


<

Secondary Skills Table (DMG.1.12)
 
- SC Req. Ability Ref. Notes (R=recommended)
01-02 LMC (2, INT-2)  Armorer - -
03-04 - - Bowyer/fletcher - See the Archer class (BD3)
05-10 - W+4 Farmer/gardener - R = Animal Handling
Farmers have 2-5 (female) or 2-7 (male) HP (DMG.88)
Farmers have +1 to +3 STR (DMG.100)
05-10 - W+4 Farmer/gardener - R = Plant Lore, Guisarme
11-14 - W+4 Fisher (netting) - Fishing (WSG.14: W+1), WSG.57
15-20 - - Forester - SA: May grant tracking. 
May give a bonus to climbing trees. (C&S)
Foresters (C&S Sourcebook, 2e, page 34)
21-23 - - Gambler - Appendix F: Gambling, Gaming (OA), BH2e.14
24-27 - - Hunter/fisher (hook and line) - SA: May grant tracking for hunters
28-32 - - Husbandman (animal husbandry) - Animal handling
33-34 - - Jeweler/lapidary - -
35-37 - - Leather worker/tanner - -
38-39 - - Limner/painter - -
40-42 - - Mason/carpenter - -
43-44 - - Miner - -
45-46 - - Navigator <(    River Vessel Master
    Lake Vessel Master
    Sea-Coastal Vessel Captain
    Galley Captain
    Ocean-Going Vessel Captain)>
-  <perhaps this should be linked to/standardized with ship master>
47-49 - - Sailor (fresh or salt) <(fresh galley || salt galley || fresh sail || salt sail)> - <theory: min. 4 hp>
50-51 - - Shipwright (boats or ships) - -
52-54 - - Tailor/weaver - -
55-57 - - Teamster/freighter - -
58-60 - - Trader/barterer - Traders have 12/12 min. INT/WIS (DMG.100)
61-64 - - Trapper/furrier - SA: May grant tracking for trappers. 
Value
65-67 - - Woodworker/cabinetmaker - In theory, a sub-skill of carpentry (DEX-4)
65-85 - - NO SKILL OF MEASURABLE WORTH - -
86-00 - - ROLL TWICE IGNORING THE RESULT HEREAFTER - -

>
 



 


rabindranath72 wrote:
New? I was referring to OAD&D, not "d20 fantasy" 
I ask since I am converting your "Secondary Skills" document for Castles & Crusades to OAD&D, and I am a bit stuck in the conversion of C&C Saving Throw system to OAD&D Saving Throws. For example, how would you convert a Charisma Saving Throw?

Thanks, and sorry to bother you!
 


Heh,

I would convert the system to one similar to that found in AD&D, and forger the one based on the OGL... 

Cheers,
Gary
 
 


Quote:
How were "Secondary Skills" used in your campaigns ? Did you just allow a bonus when making an Ability Check if the character posessed a relevant Secondary Skills ?
 


Most of my players ignored such opportunities, being contyent to focus on activities of their PC class.
When someone wanted to include secondary skills I'd allow them to choose from the list or make up their own.
Application was automatic if a simple use, otherwise a chack against an applicable ability score was made, modified as needed by difficulty and circumstances.