General Skill Changes
|
 |
Additions to Skills section:
It is intended that these two
paragraphs be added to the opening section
on skills, and to apply across all skills (except Adventuring skills).
Expert Knowledge
The possessor of a Skill, other than an Adventuring skill, also gains
an
in-depth knowledge of the field associated with their Skill. The
knowledge
held by the character may not be entirely factual, and may contain
certain
popular misconceptions or superstitions. Generally there is no success
percentage, the GM simply giving far more information regarding a
certain
topic to a character who has expert knowledge in that area. If there is
doubt as to whether or not a character should know something from their
specific field, the chance should be 50% (+5/Rank), modified by the GM
to reflect the rarity of the knowledge. This knowledge mostly gives the
character a better understanding of the techniques and tools of their
trade,
some history of the trade, a much wider general knowledge about it, and
perhaps some biographical knowledge of famous figures associated with
it,
both historical and contemporary. This knowledge is less thorough than
a similar Sub-field from the Philosopher Skill, and should not be seen
as a substitute for it.
Supervision of Subordinates
The possessor of a Skill, other than an Adventuring skill, is able to
supervise
the work of subordinates in that Skill. The supervisor may instruct and
supervise a number of subordinates equal to Rank. Subordinates must be
practising the same Skill as their supervisor and may themselves be
supervising
underlings, thus creating a "chain of command". A subordinate may be
replaced
by a work-gang, consisting of a group of up to 10 labourers, who must
be
working as a team, and may not be supervising others. A supervisor need
not supervise their maximum number of subordinates or labourers, and
may
themselves work, proportional to their unused supervision capacity.
E.g. A character with Rank 6 in
Artisan (Carpenter), may instruct up
to 6 other Carpenters or 6 work-gangs (up to 60 labourers), or some
combination
thereof. If they were supervising 2 Carpenters and 1 work-gang, they
would
only be using half their supervision capacity, and could themselves
work
about half of the time.
Design Notes
Expert Knowledge seemed like a sensible addition to the DQ skills. We
often
had people asking for ways for their character to acquire specific and
transferable "in-game" knowledge -- less of a requirement in a single
GM
campaign. Expert Knowledge was part of the solution along with the
adventuring
skill Knowledge
and the Philosopher
skill
Copyright
1999, Martin
Dickson.