Alternative Systems for AD & DTM
Skills & Abilities#1
Perception
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 refer to:
- 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)
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.
Circumstantial Modifiers
The following modifiers apply to everyone, Thieves and non-Thieves:
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 Perception
- 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 Perception
- 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)%
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