Knowledge and Skills Guide

How Knowledge and Skills Work

Here is a list of guides when it comes to starting out, what skills are available, and how to play. This section will have things added to it frequently so please check back often.
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Wed Aug 03, 2016 1:12 am

Knowledge and Skills Guide

How Knowledge and Skills Work

H
ere at Standing Trials, players are given the freedom to build and shape their characters exactly the way they like with very few restrictions. The following guide will explain exactly how skills and spendings skill points work, and what knowledge is used for any why it is important.

With almost one hundred different skills to choose from, building a well-rounded character can be tricky. Each skill costs two hundred and fifty points to master fully, which is sixteen and a half threads marked at full reward (15/15) to achieve. To master everything, you would have to write over one and a half thousand threads, but let's face it, no one is good at everything, and the same goes for our characters.

A character is considered a novice in any given skill wherein they have 25 points or less. All skills, including magic, offer an easy 1 for 1 point ratio. Person (A) is a new player and has completed three threads with person (B) in which both were awarded full points for each thread, giving them a total of 45 skill points to spend. (A) plays a knight, therefore the use of a weapon is very important and (A) plans to spend all of his points in Blade: Longsword. (B) also plays a knight and has 45 points to spend.

(A) spends all 45 points in Blade: Longsword. 25 of his 45 points complete the first rank of novice where each skill point is worth one in his chosen skill. With twenty points remaining, (A) must make sure he has eleven pieces of knowledge to advance from "Novice" to "Competent" so that he can spend the rest of his points. It costs twice as many skill points to increase the chosen skill at a competent level, leaving him with a total of 45 out of a possible 250, and with 31 points still needed to reach the next skill tier at 76.

(B) on the other hand, wants to spend his skills more wisely and chooses to put 25 of his 45 points in Blade: Longsword, and spend his 20 remaining points in Shield Combat. Even though (A) has a higher sword level, he will struggle to get by (B) defences. It isn't only skill points that come into effect, however, as knowledge is also important. While (B) might win this battle as it stands, if (A) had a lot more knowledge than (B) regarding the use of his Longsword, it is fair to say that he would once again have the upper hand.

There isn't much that separates a novice fighter from a competent one, which is why knowledges and spending your skills wisely will more often than not give you the upper hand. If you do find that you are having a disagreement with another player about which character should win the battle, we advise people to roll a dice and leave it to fate before seeking a third party (moderator) to step in and make the choice for you.

The Skill Breakdown


Fast Track Skill:

You pick your Fast Track Skill when developing your character, each Race lets you choose from two options. A Fast Track Skill is a one off, 100 point maximum skill that allows you to spend points on that specific skill all the way to 100 without the multipliers that apply to other skills (250 etc). Humans cannot pick a magic for their Fast Track Skill.

Novice: 0 - 25 (0 - 25 for Fast Track Skills.)

At this tier there is no mimimum knowledge requirement. To max this tier you must invest a total of 25 points, making this tier the easiest to gain points in quickly.

Competent: 26 - 75 (26 - 50 for Fast Track Skills.)

Once have 26 points in your chosen skill, you must have acquired 11 pieces of knowledge specific to the skill to advance to the Competent tier. To max this tier you must invest 50 points.

Expert: 76 - 150 (51 - 75 for Fast Track Skills.)

Once you have 76 points in a skill, you will need at least 22 total pieces of knowledge about that skill to advance to the Expert tier. To max this tier, you must invest 75 points, making the skill that much trickier to improve, where a cooperative thread awarded with full marks (15/15) will now earn much less progression.

Master: 151 - 250 (76 - 100 for Fast Track Skills.)
Once you have 151 points in a skill, to acquire the rank of Master, you will need at least 33 pieces of knowledge about your chosen skill.To max this tier, you must invest 100 points, making anyone who completes this rank quite impressive. Spending points in any skill at this level becomes quite expensive given the overall progression this earns them, and players are encouraged to spread their skills out, as explain in the scenario between players (A) and (B) above.

Grandmaster: 250 (100 for Fast Track Skills.)
To earn this tier, players must have spent a total of 250 points in the skill, and additionally have earned 60 pieces of knowledge about the skill. To get to this point is an impressive feat that will earn players capstone abilities. These are explained here.

It is important to remember as players, that no character should be defined by one skill alone, and that well-rounded, carefully planned out characters are likely to do a lot better and be much more fun to play than a grandmaster swordsman who doesn't have the strength to pick up his bastard sword, or the endurance to wield it long enough to outmatch someone half his level with strong perks in everything else (such as shield, strength, endurance, and meditation). Plan your characters carefully, remember that true strength lies in knowledge, and have fun, no one likes a power gamer, especially one who refuses to lose from time to time. Be considerate, but true to yourself. This isn't a race, so sit back, make some a friends, meet some of our amazing writers, and enjoy the ride.
A N D I T' S A L L J U S T S M A L L S T U F F, B A B Y.
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Mon Jul 02, 2018 9:46 am

Knowledge and Skills Guide

A Note on Domain Magic

T
he Domain Magic Skills have a few additional restrictions on them, due to the nature of Domain Magic. Please note, these restrictions apply to Domain Magic Disciplines, not Practices. For further information see the Domain Magic Page

Specific Experience

In order to assign skill points / experience to a Domain Magic Discipline it must be awarded specifically in the review. Make sure that you ask for it in your review request - this is specific to the Discipline. So, in a thread you might be awarded 10 experience which can be spent on Domain Magic: Dustforge, for example. That can only be spent on that Discipline, not on any other.

Level Advancement & Mutation

Each level of magic is separated by mutations. In order to ensure a standardizing of approved mutations all users of magic must request a rank up in the PSF, understanding that no threads after the PSF request date can be counted to boost the score. You level up to the end of Novice, apply for Competent and your first mutation, identify your mutation theme, then on the day that the mutation is approved, you start fresh from there to gather experience for the next level. Same deal at Expert and so on.

Essentially when reaching a new tier of magic, you must post in the PSF with both your new mutation idea, and the thread in which you leveled up.

Please note: threads made on or before the day you submitted the PSF thread can NOT be used in gaining additional magical experience for your new tier / level of experience. When starting the new tier, your experience points count from threads FROM approval date of PSF onward. This means threads themselves, not review requests.
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