Methods to Learn Skills or Non-Weapon Proficiencies
- Use two differently colored dice, choose one color to be "high" and the other to be "low". As an example, one six-sided die is green and the other is red. Green is chosen to be "high" and Red is "low".
- In the special case that the dice values sum to "7", then the die with the larger value governs the choice between the values "7-" and "7+". Example: Red shows "5" and Green shows "2", then the result is "low" since Red has the larger value, meaning the value indicated is "7-". In the case where Green is "4" and Red is "3", the result is "high" due to Green having the larger value, therefore the value indicated is "7+".
- One method for using this table is to roll against the skill being practiced until three (3) "12" rolls are achieved. Then, the skill is accomplished automatically, though the roll can be made to see if a "12" is achieved for that particular attempt.
- This method allows for an open-ended skill system that is not limited by a list of specific skills, nor does it promote "everything is a skill check" for any and every activity.
2D6 ROLL |
RESULT |
POSSIBLE OUTCOMES |
% CHANCE |
2 |
Abject Failure |
-1 to future rolls until value > 9 achieved; minor injury may have occurred; entire process must be re-accomplished |
2.8 |
3 |
Significant Failure |
Damage to materials; time to complete is now 2X orignal estimate |
5.6 |
4 |
Significant Failure | Bad process step must be reaccompished; time to complete is 1.5X original estimate |
8.3 |
5 |
Failure |
Product/Process doesn't meet standard for use; try again |
11.1 |
6 |
Failure |
Something isn't quite right; try again |
13.9 |
7- |
Failure |
Close, but not quite; could work for 1d6 rounds, but will then fail; try again |
8.3 |
7+ |
Success |
Slight success; works for (1d6 + 6) x 10% of the intended use, then fails |
8.3 |
8 |
Success |
Good enough; works as intended |
13.9 |
9 |
Success |
Better than average; -10% off original estimated time |
11.1 |
10 |
Significant Success | Excellent work; -15% off original estimated time |
8.3 |
11 |
Significant Success | Superior work; -25% off original estimated time; +1 to rolls if project/process attempted again within 24 hours of this success |
5.6 |
12 |
Incredible Success |
+1 to future rolls unless a value of 2 is rolled; product made is superior in most respects to average sample |
2.8 |
Medieval Everyday Skills for the AD&D Game
Some skills in the game should be automatic knowledge of how to accomplish the task, though a roll for accomplishing the task may be required in certain circumstances. Such common tasks facing the Medieval peasant, merchant, or aristocrat would include the following non-comprehensive list of examples:
- Lighting a campfire, a torch, or a lamp
- Riding a horse or mule; caring for farm animals
- Cooking a simple meal, to include making flatbread, drying meat, or preserving food
- Hunting small game or fishing with snares, spears, sling, bow and arrow; preparing the catch
- Preserving various types of foods for short and long term use
- Sewing a rip in clothing or mending a small tear in leather goods
- Washing clothes and drying them without damaging them
- Using farming implements and simple construction tools (including ladders and knotted ropes for climbing)
Don't let common tasks disrupt your game play!
Useful Tables for Combat








