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'''*Under Construction*'''
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All Characters have a '''Proficiency Tree'''. The Tree has multiple '''Branches'''. The Branches are '''Technology''', '''Melee Combat''', '''Ranged Combat''', '''Armor''', '''Power Armor''' and '''Item Use'''. Each Level a Character can choose to train in one branch which in turn allows that Character to use better and better equipment associated with that Branch.


'''*This is just a rough draft*'''
To train in a particular Proficiency a Character gets a '''Training Point''' every level starting at Level 2. There are also 2 Feats that provide a Training point, [[Training Expert]] and [[Power Armor Expert]]. A Character's starting Technology level is determined by there [[Species]] however if not specified the default is 2. The Melee and Ranged Combat levels start out with 1 in each. Then the Character has two points which can be distributed between Melee and Ranged or all on one or the other.  All Characters gain 2 levels in Armor, 0 in Power Armor and 0 in Item Use at first level.


All Characters have a Proficiency Tree. The Tree has multiple Branches. Melee Combat, Ranged Combat, Armor, Power Armor and Item Use. A Character can choose to train in one or more Branches which in turn allows that Character to use better and better equipment.  
There are 4 levels to Technology, 9 levels to Melee and Ranged Combat, 10 levels to Armor, 5 levels to Power Armor and 2 levels to Item Use.  


To train in a particular Proficiency a Character gets a Training Point every level starting at Level 2. There are also 2 Feats that provide a Training point, [[Training Expert]] and [[Power Armor Expert]]. By default a Character starts out with 1 Level in Melee Combat, 2 Levels in Ranged Combat, 2 Levels in Armor. However some Species or Classes can change this.
== Technology Branch ==


There are 9 levels to Melee and Ranged Combat. 10 levels to Armor. 5 levels to Power Armor and 2 levels to Item Use.  
The default starting level is usually 2. However, this is determined by the Character's [[Species]]. To improve a Characters Tech level requires 2 Training Points.


This is a Characters 'Tech' Level. It is important in determining what items they can use and craft and there technological and scientific understanding of the universe. Characters that wish to Craft, Repair and Modify items in the game may wish to improve there Tech Level.
* This is applied as a miscellaneous bonus when identifying technology and its purpose.
* This is used to determine what Items a character can Repair or Craft. A Character can repair Items that have a Tech level up too 1 level higher than their current level. They can craft Items of there same Tech Level or below.
* You cannot 'Up Tech' an Item above your own Tech Level.


== Melee & Ranged Combat Branches ==
== Melee & Ranged Combat Branches ==


Both the Melee and Ranged Combat Branches have 9 levels. The default starting levels for a Character is Proficiency Level 1 for Melee and Proficiency Level 2 for Ranged.  
Both the Melee and Ranged Combat Branches have 9 levels. The default starting levels for a Character is based on the Player's choice between a focus on Melee or on Ranged. They either start with Proficiency Level 2 for both Melee and Ranged or Proficiency Level 1 for Melee and 3 levels for Ranged or Proficiency Level 1 for Ranged and 3 levels for Melee.


* Melee and Ranged Branches has the same rules for level progression. Each level unlocks the use of the Level of Weapon. [[Weapons]] have 'Weapon Levels' as exampled in the [[Weapons#Weapon_Levels|Weapon Levels]] section. The max level for a weapon is 8. However there is 9 levels to the Proficiency Tree. This is because if a Weapon has any one or combination of the following attributes it requires a level higher to wield. 'Exotic', 'Clunky', 'Masterworked'. So a [[Laser Rifle]] (Level 5 Weapon) requires 5 levels in the Ranged Combat Proficiency Tree.
* Melee and Ranged Branches both have the same rules for level progression. Each level unlocks the use of that Level of Weapon. [[Weapons]] have 'Weapon Levels' as exampled in the [[Weapons#Weapon_Levels|Weapon Levels]] section. The max level for a weapon is 8 however there are 9 levels to the Proficiency Tree. This is because if a Weapon has one or more of the following attributes, 'Exotic', 'Clunky', 'Masterworked' it requires a level higher to wield. So a [[Laser Rifle]] (Level 5 Weapon) requires 5 levels in the Ranged Combat Proficiency Tree. A [[Laser Sniper Rifle]] (Level 5 Weapon) on the other hand, requires 6 levels because it has the Clunky attribute.  


* A Character can wield a weapon of higher level then they have points in there Proficiency Tree but they take penalties. These are similar to an off-hand weapon. The Character can take no advantages for a weapon they are not proficient in and takes one disadvantage for every level higher the weapon is. A Character cannot fire a weapon if they have more then 3 disadvantages regardless of where those disadvantages come from.  
* A Character can wield a weapon of a higher level then they have points in there Proficiency Tree but they take penalties. The Character can take no advantages for a weapon they are not proficient in and takes one disadvantage for every level higher the weapon is. A Character cannot fire a weapon if they have more then 3 disadvantages regardless of where those disadvantages come from.  


* Level 6 and above is considered 'Heavy Weapons'. Each level starting at 6 costs 2 Training Points instead of 1 unless you have the [[Heavy_Melee_Weapon_Training|Heavy Melee Weapon Training]] or [[Heavy_Ranged_Weapon_Training|Heavy Ranged Weapon Training]] feats.
* Level 6 and above is considered 'Heavy Weapons.' Each Proficiency Level starting at 6 costs 2 Training Points instead of 1 unless you have the [[Heavy_Melee_Weapon_Training|Heavy Melee Weapon Training]] or [[Heavy_Ranged_Weapon_Training|Heavy Ranged Weapon Training]] feats.


== Armor Branch ==
== Armor Branch ==


The Armor Branch has 10 levels and the default starting level for a Character is 2.
The Armor Branch has 10 levels, and the default starting level for a Character is 2.


* The Armor Branch Proficiency Level determines the Armor max AC bonus/Level of the Armor (If the Armor has +2 AC because it sacrificed an AC bonus for DR then the Armor still counts as level 3 or +3 Armor). Also if Armor has an attribute such as 'Exotic', 'Clumsy', or 'Masterworked' then it requires an additional Proficiency Level to wield. This does not stack so if the Armor has all 3 attributes it still only takes 1 additional Proficiency level to wear.  
* The Armor Branch Proficiency Level determines the Armor max AC bonus/Level of the Armor (If the Armor only has +2 AC because it sacrificed an AC bonus for DR then the Armor still counts as level 3 or +3 Armor). Also if Armor has an attribute such as 'Exotic', 'Clumsy', or 'Masterworked' then it requires an additional Proficiency Level to wield. This does not stack so if the Armor has all 3 attributes it still only takes 1 additional Proficiency level to wear.  


* Characters can wear armor of one level higher but they get there movement reduced by half and have to take disadvantage on '''all''' checks.  
* Characters can wear the armor of one level higher but they get their movement reduced by half and have to take disadvantage on '''all''' checks. A Character cannot wear Armor more than 1 Proficiency higher.


* Level 7 and above is considered 'Heavy Armor'. Each level starting at level 7 costs 2 Training Points instead of 1 unless you have the [[Heavy_Armor_Training|Heavy Armor Training]].
* Level 7 and above is considered 'Heavy Armor.' Each Proficiency Level starting at level 7 costs 2 Training Points instead of 1 unless you have the [[Heavy_Armor_Training|Heavy Armor Training]].


== Item Use Branch ==
== Item Use Branch ==
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;Level 1: The Character can use Items of all Tech Levels and can use Masterworked items as long as they are only Masterworked +1 no higher.  
;Level 1: The Character can use Items of all Tech Levels and can use Masterworked items as long as they are only Masterworked +1 no higher.  
:: - Characters can still use these items without this level just at a disadvantage.
:: - Characters can still use these items without this level just at a disadvantage or the item doesn't provide a bonus or its bonus is reduced.


;Level 2: The Character can now use Items of all Masterworked levels.
;Level 2: The Character can now use Items of all Masterworked levels.
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The Power Armor Branch has 5 levels. The default starting Proficiency level is 0.
The Power Armor Branch has 5 levels. The default starting Proficiency level is 0.


This requires the [[Power_Armor_Expert|Power Armor Expert]] feat in order to start training in. This Feat once taken not only unlocks the Tree but also provides a single point toward it for free.
This requires the [[Power_Armor_Expert|Power Armor Expert]] feat in order to start training in. This Feat once took both unlocks the Tree and provides a single point in Power Armor.


* Each Level in Power Armor allows the Character to use the higher Grade Power armor. Starting at Level 1 a Character can use Grade/Class E Power Armor. At Level 5 Power Armor Proficiency the Character can use Grade A Power Armor.
* Each Level in Power Armor allows the Character to use the higher Grade Power armor. Starting at Level 1 a Character can use Grade/Class E Power Armor. At Level 5 Power Armor Proficiency the Character can use Grade A Power Armor.
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== Retraining and Class Requirements ==
== Retraining and Class Requirements ==


This is in reference to the ability to move Proficiency Levels from one Tree to another Tree. And when and why this needs to happen.
=== Retraining and GM House Rules ===
Firstly Characters should be given the ability to re-align Levels unless you are playing strict role-playing, 'hardcore', or Low Fantasy style game. The GameMaster (GM) should clearly explain to Players before they create their Characters what style of game they will be playing and if they will be able to retrain there Proficiency Tree.
For games where this is possible (which should be the default) here are a few rules.
# Whenever retraining the Character simply takes the Training Points that the level is worth and then use the points on another Branch.
# A Character can only retrain when leveling up.
# You can only move one point per level. Although this does mean that if you are retraining a level that requires 2 Training Points then you may be able to buy two levels if the Branches you are putting the points into only cost 1 Level per point.


=== Class Retraining/Requirements ===


In order to gain
The exception to the rules above can come in the form of Classes. A Class may have a restriction on how many points in a Proficiency Tree Branch a Character can have. An example is the [[Advance_Classes#Dimension_Knight|Dimension Knight]] which can only have 1 point in the Ranged Weapon Branch. Instead of making this an impossible or clumsy to surpass requirement, in this case, the Character can freely retrain to meet the requirement. This is not to reorder the Levels in the Tree if you do not have enough. '''ONLY''' for if you have too much in one branch! However, you can only retrain the amount you have to lose. This counts as your retraining for this level which means you cannot also move around any other levels.


- There will be 5 different Trees each character can train from. Melee Combat, Ranged Combat, Armor Proficiency, Power Armor Proficiency, Item Use Proficiency.
'''NOTE:''' There are a few alternative rules. For example in a more 'hardcore' or Low Fantasy setting this can be made either impossible or with heavy punishments. The following list is a few options. Again these are alternative rules for different 'modes' of gameplay and the GM should specify before Character creation what 'mode' the game will be set it.
# If a Character has to retrain more then 1 Proficiency Level then they do not gain a Proficiency Level that turn.  
- Melee, Ranged and Armor will all have 10 levels while Power Armor has 5 and Item Use will only have 3.
# A Character cannot retrain the levels simply lose them for the sake of the Class.
# A Character only temporarily loses the levels in the Branch they have too much in. They are simply in 'reserve'. Every time they level up they gain 2 points instead of 1 until the 'reserve' is used up. (You could also reduce the number in the reserved by half or something)
- Each character will start out with 2 points in Armor, 3 points in Melee and 4 points in Ranged and 1 point in Item use.
- Power Armor Proficiency is locked and cannot be used unless the Character has taken the Power Armor Feat.
- There will be 38 points in total for the whole Proficiency Tree. However 10 points will already be spent by default at level 1. Leaving 28 points left.
- Every even level a character earns one point to spend somewhere on a Proficiency Tree of their choice. They can also choose to gain a bonus point whenever they gain a bonus Ability score or Tech Score. There are also a few Feats that can add a point.
  - Feat: “Training Expert” Immediately gain and spend another Proficiency Tree point. Can only be used once.
  - Feat: “Training Focus” Pick a Tree to be your focus. Immediately gain another Proficiency Tree point and spend it. You can only focus on one Tree.
  - Feat: “Power Armor Expert” This unlocks the Power Armor Proficiency tree.
- The total amount of possible points acquirable for a Character by level 20 is 17. 10 of these points are standard for all characters. However 7 more can be gained through Feats and if the Character chooses to spend all bonus Abilities Score/Tech Level bonuses on points instead. There is also the possibility of certain Advance Classes that can provide bonus Proficiency Points or exceptions to rules allowing them the use of Items with lower Proficiency Scores then necessary.
- Re-Training: Some Advance Classes may require that the user sacrifice some Proficiency in one tree for another. Re-Training is possible in this game and comes in 2 main forums. First re-training for an Advance or Prestige Class. This happens freely and immediately but the Character can only Re-Train the Proficiency Points exactly the way the Class requires it. The Character cannot end up with more total points then what they started out with before the re-training. The Second option will be a money/time payment system. The Character will have to have weeks to months (depending on price and tech level of whatever system is doing the re-training) for each point being moving. The price will very depending on the situation/GM. It should be both extremely expensive and time consuming and can only be done once per level. (edited)
*Melee Combat Tree*:
    This tree focuses on melee combat both with and without weapons. The levels work just like Ranged Proficiency Tree when it comes to Melee Weapons. A Character cannot use a Weapon that is more then 2 levels higher then their Proficiency level. The only way a Character can add their Advantage Bonus to the use of a weapon is if their Proficiency level matches or is higher then that of the Weapon level. If the weapon is one level above the Character Proficiency level then the Character can use the weapon just without an Advantage bonus. If the Weapon level is two above then the Character can use the weapon but they take disadvantage and they cannot gain an advantage bonus from other external sources. If a weapon is Clunky or Exotic then it requires a Proficiency Level 1 higher then its Weapon Level, simply consider its Weapon level 1 higher. A Weapon with a Tech level 2 above the Character’s tech level is considered exotic too that Character.
    For Melee combat without weapons every 2 levels improves the max weapon damage die the Character can have by 1. At Proficiency Level 1 the damage die is 1d4. At 3 (default starting place) the max damage is 1d6. At level 4 the damage can be considered non-lethal. Some Classes or Feats can remove this non-lethal restriction.
*Ranged Combat Tree*:
    This tree focuses on all ranged style weapons. This doesn’t include melee weapons with Reach. These rules are the same as Melee Proficiency Tree. A Character cannot use a Weapon that is more then 2 levels higher then their Proficiency level. The only way a Character can add their Advantage Bonus to the use of a weapon is if their Proficiency level matches or is higher then that of the Weapon level. If the weapon is one level above the Character Proficiency level then the Character can use the weapon just without an Advantage bonus. If the Weapon level is two above then the Character can use the weapon but they take disadvantage and they cannot gain an advantage bonus from other external sources. If a weapon is Clunky or Exotic then it requires a Proficiency Level 1 higher then its Weapon Level, simply consider its Weapon level 1 higher. A Weapon with a Tech level 2 above the Character’s tech level is considered exotic too that Character.
*Armor Proficiency Tree*:
    This tree focus on all non-powered Armor in the game. Level 1 allows all armor with a 0  and 1 AC bonus. Level 2 all armor that provides a 2 AC bonus all the way to level 9 which provides a 9 AC bonus. Any armor that is considered Exotic or Clunky requires 1 level of Proficiency higher then the AC bonus of that armor.
*Power Armor Proficiency Tree*:
    This tree has a focus on all Powered Armor in the game. Armor that provides 10+ AC bonuses. A Feat is required to unlock the use of Power Armor. There are 5 levels. Each level describes how many customization or add-ons can the Armor have. If the Armor has more then the Proficiency Level then the Character cannot wear it.
    These rules are subject to change because Power Armor rules has yet to be written.
*Item Use Proficiency Tree*:
    This tree has a focus on all General Equipment items. This has 3 levels. At level 1, which is the default starting level) the character can use any item as long as it meats the following criteria:
    1. Is there own tech level or below.
    2. So long as it doesn’t have any attached Gadgets.
    3. Is not considered Clunky or Exotic.
    4. Isn’t Masterworked +2 or above.
    In order to use any item with a Gadget and/or an item considered Clunky or Exotic, the user most have two levels in Item Use Proficiency Tree.
    In order to use an item that is at or above Masterworked +2 and has a higher Tech Level they must have 3 points in Item Use Proficiency Tree.
    Many items in the game has restrictions or requirements that go beyond  or override the Item Use Proficiency Tree. These will be described on a per item biases.
[8:08]
This system assumes that the most sought after skills will be Armor and Ranged Weapons. With second most sought after being Melee Weapons and Items. The hope is with the importance of Item Use later in the game that some points may be spent there. If a Character wants to have both the best weapons AND the best armor they will need to sacrifice some Ability Score and/or Tech Level bonuses as well as Feats.
    This is just a rough draft. Let me know if I missed anything or if anything seams out of balanced
Update 1: Remove the melee without weapons part of the Melee tree. Making the rules for Melee and Ranged the same.
Update 2: Change the Melee & Ranged rules so that the character can only use weapons of one level higher not two. At one level higher make the character take the disadvantage penalty.
Update 3: Change the armor rules so that a character can wear armor of one level higher just that they get 0 max dex. This can only happen if the dex bonus is higher then 3 and is not clunky.
Update 4: Clarify that the free retraining that can happen when picking a new class is for when a character has to much in one tree but enough already in all other trees. They cannot use this as a way to move points I to a tree they need more in. Only to get ride of points from a tree they have too much in. They also cannot do this if it conflicts with a requirement or restriction of another class they already have.

Latest revision as of 07:00, 23 May 2019

All Characters have a Proficiency Tree. The Tree has multiple Branches. The Branches are Technology, Melee Combat, Ranged Combat, Armor, Power Armor and Item Use. Each Level a Character can choose to train in one branch which in turn allows that Character to use better and better equipment associated with that Branch.

To train in a particular Proficiency a Character gets a Training Point every level starting at Level 2. There are also 2 Feats that provide a Training point, Training Expert and Power Armor Expert. A Character's starting Technology level is determined by there Species however if not specified the default is 2. The Melee and Ranged Combat levels start out with 1 in each. Then the Character has two points which can be distributed between Melee and Ranged or all on one or the other. All Characters gain 2 levels in Armor, 0 in Power Armor and 0 in Item Use at first level.

There are 4 levels to Technology, 9 levels to Melee and Ranged Combat, 10 levels to Armor, 5 levels to Power Armor and 2 levels to Item Use.

Technology Branch

The default starting level is usually 2. However, this is determined by the Character's Species. To improve a Characters Tech level requires 2 Training Points.

This is a Characters 'Tech' Level. It is important in determining what items they can use and craft and there technological and scientific understanding of the universe. Characters that wish to Craft, Repair and Modify items in the game may wish to improve there Tech Level.

  • This is applied as a miscellaneous bonus when identifying technology and its purpose.
  • This is used to determine what Items a character can Repair or Craft. A Character can repair Items that have a Tech level up too 1 level higher than their current level. They can craft Items of there same Tech Level or below.
  • You cannot 'Up Tech' an Item above your own Tech Level.

Melee & Ranged Combat Branches

Both the Melee and Ranged Combat Branches have 9 levels. The default starting levels for a Character is based on the Player's choice between a focus on Melee or on Ranged. They either start with Proficiency Level 2 for both Melee and Ranged or Proficiency Level 1 for Melee and 3 levels for Ranged or Proficiency Level 1 for Ranged and 3 levels for Melee.

  • Melee and Ranged Branches both have the same rules for level progression. Each level unlocks the use of that Level of Weapon. Weapons have 'Weapon Levels' as exampled in the Weapon Levels section. The max level for a weapon is 8 however there are 9 levels to the Proficiency Tree. This is because if a Weapon has one or more of the following attributes, 'Exotic', 'Clunky', 'Masterworked' it requires a level higher to wield. So a Laser Rifle (Level 5 Weapon) requires 5 levels in the Ranged Combat Proficiency Tree. A Laser Sniper Rifle (Level 5 Weapon) on the other hand, requires 6 levels because it has the Clunky attribute.
  • A Character can wield a weapon of a higher level then they have points in there Proficiency Tree but they take penalties. The Character can take no advantages for a weapon they are not proficient in and takes one disadvantage for every level higher the weapon is. A Character cannot fire a weapon if they have more then 3 disadvantages regardless of where those disadvantages come from.

Armor Branch

The Armor Branch has 10 levels, and the default starting level for a Character is 2.

  • The Armor Branch Proficiency Level determines the Armor max AC bonus/Level of the Armor (If the Armor only has +2 AC because it sacrificed an AC bonus for DR then the Armor still counts as level 3 or +3 Armor). Also if Armor has an attribute such as 'Exotic', 'Clumsy', or 'Masterworked' then it requires an additional Proficiency Level to wield. This does not stack so if the Armor has all 3 attributes it still only takes 1 additional Proficiency level to wear.
  • Characters can wear the armor of one level higher but they get their movement reduced by half and have to take disadvantage on all checks. A Character cannot wear Armor more than 1 Proficiency higher.
  • Level 7 and above is considered 'Heavy Armor.' Each Proficiency Level starting at level 7 costs 2 Training Points instead of 1 unless you have the Heavy Armor Training.

Item Use Branch

Item Use only has 2 levels. The starting Level is 0.

Level 1
The Character can use Items of all Tech Levels and can use Masterworked items as long as they are only Masterworked +1 no higher.
- Characters can still use these items without this level just at a disadvantage or the item doesn't provide a bonus or its bonus is reduced.
Level 2
The Character can now use Items of all Masterworked levels.
- Characters can still use these items without this level just at a disadvantage.

Power Armor Branch

The Power Armor Branch has 5 levels. The default starting Proficiency level is 0.

This requires the Power Armor Expert feat in order to start training in. This Feat once took both unlocks the Tree and provides a single point in Power Armor.

  • Each Level in Power Armor allows the Character to use the higher Grade Power armor. Starting at Level 1 a Character can use Grade/Class E Power Armor. At Level 5 Power Armor Proficiency the Character can use Grade A Power Armor.

Retraining and Class Requirements

This is in reference to the ability to move Proficiency Levels from one Tree to another Tree. And when and why this needs to happen.

Retraining and GM House Rules

Firstly Characters should be given the ability to re-align Levels unless you are playing strict role-playing, 'hardcore', or Low Fantasy style game. The GameMaster (GM) should clearly explain to Players before they create their Characters what style of game they will be playing and if they will be able to retrain there Proficiency Tree.

For games where this is possible (which should be the default) here are a few rules.

  1. Whenever retraining the Character simply takes the Training Points that the level is worth and then use the points on another Branch.
  2. A Character can only retrain when leveling up.
  3. You can only move one point per level. Although this does mean that if you are retraining a level that requires 2 Training Points then you may be able to buy two levels if the Branches you are putting the points into only cost 1 Level per point.

Class Retraining/Requirements

The exception to the rules above can come in the form of Classes. A Class may have a restriction on how many points in a Proficiency Tree Branch a Character can have. An example is the Dimension Knight which can only have 1 point in the Ranged Weapon Branch. Instead of making this an impossible or clumsy to surpass requirement, in this case, the Character can freely retrain to meet the requirement. This is not to reorder the Levels in the Tree if you do not have enough. ONLY for if you have too much in one branch! However, you can only retrain the amount you have to lose. This counts as your retraining for this level which means you cannot also move around any other levels.

NOTE: There are a few alternative rules. For example in a more 'hardcore' or Low Fantasy setting this can be made either impossible or with heavy punishments. The following list is a few options. Again these are alternative rules for different 'modes' of gameplay and the GM should specify before Character creation what 'mode' the game will be set it.

  1. If a Character has to retrain more then 1 Proficiency Level then they do not gain a Proficiency Level that turn.
  2. A Character cannot retrain the levels simply lose them for the sake of the Class.
  3. A Character only temporarily loses the levels in the Branch they have too much in. They are simply in 'reserve'. Every time they level up they gain 2 points instead of 1 until the 'reserve' is used up. (You could also reduce the number in the reserved by half or something)