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Alternative Systems for AD & DTM
Skills & Abilities#1
Perception
Notes: I've never been satisfied with using something like Intelligence when a roll is needed to see if a character notices something important, so here's some rules for a new attribute - Perception.
| Perception | Find Traps | Secret Doors | Spot Hidden | Surprise | Hear Noise |
|---|---|---|---|---|---|
| 3 | -10% | -1 | 0% | +2 | -10% |
| 4 | -8% | -1 | 0% | +1 | -9% |
| 5-6 | -5% | -1 | 5% | +1 | -5% |
| 7-9 | 0 | 0 | 7% | 0 | 0 |
| 10-11 | 0 | 0 | 10% | 0 | 0 |
| 12 | +2% | 0 | 10% | 0 | 0 |
| 13-14 | +5% | 0 | 12% | 0 | +3% |
| 15 | +7% | +1 | 15% | -1 | +5% |
| 16 | +10% | +1 | 15% | -1 | +7% |
| 17 | +12% | +1 | 17% | -2 | +10% |
| 18 | +15% | +2 | 20% | -2 | +12% |
The modifiers for the Perception stat are:
- Find Traps
- modifiers to chances for Thieves and non-Thieves
- Secret Doors
- modifier to normal chance for race
- Spot Hidden
- chance to find hidden things, and also penalty on opposing chances to Hide In Shadows and Move Silently
- Surprise
- modifier to usual 2 in 10 chance of being surprised
- Hear Noise
- modifier to chances for Thieves and non-Thieves
Thief Abilities (and Abilities for non-Thieves)
Notes: A Thief's skills and abilities are very dependent on their surroundings and circumstances; a list of modifiers follow. There are also some modest chances for non-Thieves to try their hand at some of these abilities; it's possible, but not something to rely on...
Base Abilities for non-Thieves:
| Ability | Base Chance | Race Modifier |
|---|---|---|
| Pick Pockets* | 10% | Elf, Hobbit +5%, Half-elf +10% |
| Open Locks* | 10% | Elf, Half-elf -5%, Dwarf +5% |
| Find/Remove Traps* | 5% | Gnome, Hobbit +5%, Dwarf +10% |
| Move Silently* | 10% | Elf, Gnome +5%, Hobbit +10% |
| Hide In Shadows* | 10% | Hobbit +5%, Dwarf -5% |
| Hear Noise* | 15% | Elf, Hobbit +5%, Gnome +10% |
| Climb Walls | 40% | Gnome, Hobbit -15%, Dwarf -10% |
| Read Languages | 0% | - |
* The Perception stat of possible witnesses may affect the chance of success - see above.
Climb Walls
- Lots of handholds
- +40%
- Rope
- +55%
- Mountaineering Prof
- +20%
- No Armour (thief)
- +10%
- Leather (non-thieves)
- -10%
- Studded, Padded, Hide
- -30%
- Chain, Ring, Scale
- -40%
- Splint, Banded
- -50%
- Plate
- -70%
Move Silently
- Noisy surface
- -30%
- Guard's Spot Hidden
- See Per
- No Armour (thief)
- +10%
- Leather (non-thieves)
- -10%
- Studded, Padded, Hide
- -20%
- Chain, Ring, Scale
- -60%
- Plate, Splint, Banded
- -80%
Pick Pockets
- No Armour (thief)
- +5%
- Leather (non-thieves)
- -5%
- Studded, Padded, Hide
- -30%
- Chain, Ring, Scale
- -50%
- Plate, Splint, Banded
- -70%
Hide in Shadows
- Guard's Spot Hidden
- See Per
- Pitch black
- Automatic
- Darker than torchlight
- +20%
- Torchlight
- -
- Well-lit
- -25%
- Daylight, Continual Light
- -65%
- No Armour (thief)
- +5%
- Leather (non-thieves)
- -5%
- Chain, Ring, Scale
- -20%
- Plate, Splint, Banded
- -30%
Critical Failures for Thieves and non-Thieves:
- Find / Remove Traps
- Roll of 96-00%
- Pick Pockets
- Roll of 100-(3 x Victim's Level - Thief's Level)%