Trained Dogs (v1.0) - Feedback welcome
Publié : 12 oct. 2014, 04:22
So, a couple of weeks into my SoE game (going well so far!), a couple of the PCs are wanting trained dogs to accompany them. I actually quite like this idea as it seems to fit with my vision of the world, but having been thinking about how to model it. Here is a draft of what I have come up with so far. I did consider whether there should be an xp cost, but in the end decided that the PCs would be needing to spend xp investing in the skill (and dogs, using wolf stats are reasonably fragile).
Play testing this tonight, but feedback welcome.
Training Dogs v 1.0
Dogs can be trained to do ‘tricks’. Each ‘trick’ takes a month of intensive training, and requires a successful Animal Training roll against the listed difficulty. If purchasing adult dogs (per the price list in Book 1), Dogs start with the Common Commands already trained. Guard dogs start with the Common Commands and the Guard trick. If the trainer obtains the dog as a puppy their gain +2 on their Animal Training rolls but the dog comes untrained in any tricks.
Issuing a command in a combat situation reduces the character’s Speed by 2 for that turn. Where the target is particularly fearsome (e.g. some feonds), the character may also need to make an Animal Training roll against a difficulty set by the GM. GMs should use the Mental Resistance chart to determine the difficulty. If the character did not train the dog personally (i.e. they bought it trained), then they are at -2 to the roll. If they personally trained it from when it was a puppy, they are at +2 on the roll.
Tricks
The following tricks can be trained by anyone using the Natural Environment skill.
• Common Commands (Standard: 11): Sit, Stay, Come and Heel. If trying to train multiple common commands at once, the difficulty is increased one grade per additional trick (i.e. training Sit and Stay is Complicated (14), while training all four at once is Very Difficult (20).
The following tricks can only be trained by someone with the Animal Training Discipline.
• Attack (Complicated: 14): The dog will attack a particular target when commanded by its master, ignoring other targets to do so (including anything attacking the dog). The dog must choose an offensive stance while attacking in this way.
o Hold & Worry (Difficult: 17. Prerequisite = Attack): The dog will attack a target (as per Attack) but will not release the target if successful. The initial attack does damage normally but the dog cannot attack again until its target is either dead or it otherwise releases its target. The dog is at -2 Defence until it releases the target but continues to do its base damage (2) each round it holds on. The target is at -2 to Speed, Defence, Feats and any attack rolls with a weapon larger than a dagger. Treat attempting to shake off the dog as if it were a disengage action, although the target does not manage to escape the fight completely, merely to dislodge the dog.
Take Down (Very Difficult: 20. Prerequisite = Hold & Worry): The dog attacks (as per Hold & Worry) but targets and holds the legs in order to drag its target to the ground. The target takes must make a Feats roll v the dog’s attack. On a failed roll the target is pulled prone. While the dog continues to hold and worry the prone target they suffers an additional -2 penalty (stacking with Hold & Worry; i.e. -4) to Speed, Defence and attack rolls with anything larger than a dagger. The target cannot stand up until it has either shaken off the dog or killed it. The dog will continue to Hold & Worry the target until commanded to release them.
Disarm (Very Difficult: 20. Prerequisite = Hold & Worry): The dog attacks a target (as per Hold & Worry) but will target whichever hand is holding something (excepting a shield). Where the target is holding an item in each hand, dogs are typically trained to target the right hand first. The target must make an Attack or Feats roll versus the dog’s attack (whichever is more appropriate). On a failed roll they drop whatever they are holding in the targeted hand. The dog will continue to Hold & Worry the target until commanded to release them.
• Guard (Complicated: 14): The dog is trained to “Guard” a location/thing. While guarding they maintain a heightened level of alertness and can add their Potential to Perception. While guarding however, they subtract their potential from Defence as they are limited in how far they are willing to move. After the first round of a fight, they are considered to no longer be “guarding”.
• Herd (Complicated: 14): The dog is trained to herd a target or targets without harming it/them. The dog cannot assume an offensive posture while doing so. If a roll is required to determine success, the dog uses its Attack roll as a ‘persuasion’ roll.
• Track (Complicated: 14): The dog is trained to track a particular scent. While guarding they maintain a heightened level of alertness for the particular scent they are looking for and can add twice their Potential to Perception while looking for that particular scent. While tracking however, they subtract their potential from both Speed and Defence if they are surprised as they are not focused on their surrounds. After the first round of combat, they are no longer considered to be “tracking.”
Play testing this tonight, but feedback welcome.
Training Dogs v 1.0
Dogs can be trained to do ‘tricks’. Each ‘trick’ takes a month of intensive training, and requires a successful Animal Training roll against the listed difficulty. If purchasing adult dogs (per the price list in Book 1), Dogs start with the Common Commands already trained. Guard dogs start with the Common Commands and the Guard trick. If the trainer obtains the dog as a puppy their gain +2 on their Animal Training rolls but the dog comes untrained in any tricks.
Issuing a command in a combat situation reduces the character’s Speed by 2 for that turn. Where the target is particularly fearsome (e.g. some feonds), the character may also need to make an Animal Training roll against a difficulty set by the GM. GMs should use the Mental Resistance chart to determine the difficulty. If the character did not train the dog personally (i.e. they bought it trained), then they are at -2 to the roll. If they personally trained it from when it was a puppy, they are at +2 on the roll.
Tricks
The following tricks can be trained by anyone using the Natural Environment skill.
• Common Commands (Standard: 11): Sit, Stay, Come and Heel. If trying to train multiple common commands at once, the difficulty is increased one grade per additional trick (i.e. training Sit and Stay is Complicated (14), while training all four at once is Very Difficult (20).
The following tricks can only be trained by someone with the Animal Training Discipline.
• Attack (Complicated: 14): The dog will attack a particular target when commanded by its master, ignoring other targets to do so (including anything attacking the dog). The dog must choose an offensive stance while attacking in this way.
o Hold & Worry (Difficult: 17. Prerequisite = Attack): The dog will attack a target (as per Attack) but will not release the target if successful. The initial attack does damage normally but the dog cannot attack again until its target is either dead or it otherwise releases its target. The dog is at -2 Defence until it releases the target but continues to do its base damage (2) each round it holds on. The target is at -2 to Speed, Defence, Feats and any attack rolls with a weapon larger than a dagger. Treat attempting to shake off the dog as if it were a disengage action, although the target does not manage to escape the fight completely, merely to dislodge the dog.
Take Down (Very Difficult: 20. Prerequisite = Hold & Worry): The dog attacks (as per Hold & Worry) but targets and holds the legs in order to drag its target to the ground. The target takes must make a Feats roll v the dog’s attack. On a failed roll the target is pulled prone. While the dog continues to hold and worry the prone target they suffers an additional -2 penalty (stacking with Hold & Worry; i.e. -4) to Speed, Defence and attack rolls with anything larger than a dagger. The target cannot stand up until it has either shaken off the dog or killed it. The dog will continue to Hold & Worry the target until commanded to release them.
Disarm (Very Difficult: 20. Prerequisite = Hold & Worry): The dog attacks a target (as per Hold & Worry) but will target whichever hand is holding something (excepting a shield). Where the target is holding an item in each hand, dogs are typically trained to target the right hand first. The target must make an Attack or Feats roll versus the dog’s attack (whichever is more appropriate). On a failed roll they drop whatever they are holding in the targeted hand. The dog will continue to Hold & Worry the target until commanded to release them.
• Guard (Complicated: 14): The dog is trained to “Guard” a location/thing. While guarding they maintain a heightened level of alertness and can add their Potential to Perception. While guarding however, they subtract their potential from Defence as they are limited in how far they are willing to move. After the first round of a fight, they are considered to no longer be “guarding”.
• Herd (Complicated: 14): The dog is trained to herd a target or targets without harming it/them. The dog cannot assume an offensive posture while doing so. If a roll is required to determine success, the dog uses its Attack roll as a ‘persuasion’ roll.
• Track (Complicated: 14): The dog is trained to track a particular scent. While guarding they maintain a heightened level of alertness for the particular scent they are looking for and can add twice their Potential to Perception while looking for that particular scent. While tracking however, they subtract their potential from both Speed and Defence if they are surprised as they are not focused on their surrounds. After the first round of combat, they are no longer considered to be “tracking.”