Skills: Difference between revisions
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* '''Base Library Bonus''': After 1d4 hours of research, characters can make a roll on a skill of their choice and add a +4 circumstance bonus to the roll. This roll may be repeated after another 1d4 hours of research on the same topic, though the bonuses are not cumulative. Knowledge skills are the most frequently used skills in a Library, but any other skill could potentially be boosted with GM approval. | * '''Base Library Bonus''': After 1d4 hours of research, characters can make a roll on a skill of their choice and add a +4 circumstance bonus to the roll. This roll may be repeated after another 1d4 hours of research on the same topic, though the bonuses are not cumulative. Knowledge skills are the most frequently used skills in a Library, but any other skill could potentially be boosted with GM approval. | ||
* '''Settlement size and Libraries''': As a rule of thumb, no [Money_and_Merchants#Settlement_Sizes|settlement] smaller than a Small Town will have a library, and the Circumstance bonus for a Small Town Library is reduced to a +2 circumstance bonus. A Library in a Large Town gets the Base library Bonus described above. Most libraries in larger settlements will also grant the above bonus, unless the GM rules there is a Great Library in the settlement. A Great Library in a Small City gains an additional +2 circumstance bonus, a Great Library in a Large City gains an additional +4, a Great Library in a Metropolis gains an additional +6 (total circumstance bonus +10), a Great Library in a Megalopolis gains an additional +8 (total bonus +12), and a Great Library in a Dimensional Nexus gains an additional circumstance bonus of +10 or even more, depending upon the GM's ruling, for a total circumstance bonus of +14 or even greater. | * '''Settlement size and Libraries''': As a rule of thumb, no [[Money_and_Merchants#Settlement_Sizes|settlement]] smaller than a Small Town will have a library, and the Circumstance bonus for a Small Town Library is reduced to a +2 circumstance bonus. A Library in a Large Town gets the Base library Bonus described above. Most libraries in larger settlements will also grant the above bonus, unless the GM rules there is a Great Library in the settlement. A Great Library in a Small City gains an additional +2 circumstance bonus, a Great Library in a Large City gains an additional +4, a Great Library in a Metropolis gains an additional +6 (total circumstance bonus +10), a Great Library in a Megalopolis gains an additional +8 (total bonus +12), and a Great Library in a Dimensional Nexus gains an additional circumstance bonus of +10 or even more, depending upon the GM's ruling, for a total circumstance bonus of +14 or even greater. | ||
* '''Magical and Wondrous Libraries''': At the GM's discretion, it is possible to find Libraries in many shapes and sizes and types out in the world. A Gypsy's Wagon with a wise old crone who always seems to have the right book for any topic, for example. An alchemical automaton that will lecture on any topic for a small gem, a magnifying glass that finds small print on any subject you wish on a normal book you already own, a magic book that you put under your pillow at night, and even that old reliable mystical fish that shows up in a stream and will answer any question, all can be seen as magical and wondrous libraries, of as temporary or as permanent a nature as the DM desires. The size of the circumstance bonus such libraries grant is determined by the GM, as is any expense of price they may require. it is recommended that GM's follow the guidelines for bonuses as laid out for settlement libraries, above. | * '''Magical and Wondrous Libraries''': At the GM's discretion, it is possible to find Libraries in many shapes and sizes and types out in the world. A Gypsy's Wagon with a wise old crone who always seems to have the right book for any topic, for example. An alchemical automaton that will lecture on any topic for a small gem, a magnifying glass that finds small print on any subject you wish on a normal book you already own, a magic book that you put under your pillow at night, and even that old reliable mystical fish that shows up in a stream and will answer any question, all can be seen as magical and wondrous libraries, of as temporary or as permanent a nature as the DM desires. The size of the circumstance bonus such libraries grant is determined by the GM, as is any expense of price they may require. it is recommended that GM's follow the guidelines for bonuses as laid out for settlement libraries, above. | ||
* '''Cost of Library Research''': Many libraries are free for all to use, and they are wonderful things indeed. Other libraries, unfortunately, are not so generous. Libraries in schools and scolams often charge for research time, and religious libraries can be very expensive indeed. A shining paladin who needs to do research in the Library of the Church of Invincible Evil is rarely going to get in without a steep price, paid in one way or another. A rule of thumb is that four hours of research costs 100 gold pieces per CR of the topic being examined, although these prices are highly variable, and GM's are encouraged to be creative in how this is applied. | * '''Cost of Library Research''': Many libraries are free for all to use, and they are wonderful things indeed. Other libraries, unfortunately, are not so generous. Libraries in schools and scolams often charge for research time, and religious libraries can be very expensive indeed. A shining paladin who needs to do research in the Library of the Church of Invincible Evil is rarely going to get in without a steep price, paid in one way or another. A rule of thumb is that four hours of research costs 100 gold pieces per CR of the topic being examined, although these prices are highly variable, and GM's are encouraged to be creative in how this is applied. |