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(TAKS: Standardized testing for texan students--Texas Assessment of Knowledge and Skills.)
Anyway, we take the Reading/English TAKS in 9th grade. I usually Commended--a high score above the passing score that shows exceptional perfornance and intelligence. As far as I remember, I have, over the 7 years of the TAKS, and 17 tests, never not gotten Commended. Except now.
I got way above Commended on the Math part, but I only passed the Reading portion. It was those damn essay questions. I got the multiple-choice questions perfectly, but on the Essay questions (which are on a 4-point scale of 0-3), I got a 2 on one, a 1 on the second, and a 0 on the third. This lead to a score of 2320, Passing being 2100 and Commended being 2400.
Ugh. My dad is gonna be pissed...
Comments
Funky grading style though, I never took the TAKS, I took the TAAS.
I'm not good at critically analyzing literature.
Does TAKS actually matter for anything? I was under the impression that state standardized tests (so long as you passed them) did not really affect your grades in school or what colleges thought of you. I thought that stuff like the SAT and ACT were much more important. If that is true then I think you should try to relax if you can.
I disagree with Deboss on English though. From what I have heard, having good critical reading and writing skills is incredibly important in college. Then again, I suppose that depends on what your major is and Deboss might know better here since I am mostly basing this off of what other people have said. Either way, I doubt this standardized test should worry you that much.
In D&D (3.5 at least), scrolls and wands and some other magic and psionic devices require that their users "know" how to use them. In other words, if you don't know how to cast Cure Light Wounds, you won't be able to use a Wand of Cure Light Wounds.
...except if you know how to "trick" the device into thinking you do. I don't know if any explanation is given in the rulebooks, but whatever. The skill to be able to do so is Use Magic Device (or Use Psionic Device).
The rules can get very complicated, but that's mostly because there's ways to handle everything you can possibly think of.
Here's the basic gist of it:
* six stats: strength, dexterity, constitution, intelligence, wisdom, charisma
* choose race: each race has certain benefits (and sometimes detriments)
* choose class. you can change this later. you can also sometimes get "prestige classes" after increasing certain skills or gaining certain abilities.
* armor class (AC): how hard it is to hit you. affected by armor you're wearing, your dexterity, and your size.
* base attack bonus: how easy it is for you to hit things and do damage. affects your attack rolls.
COMBAT: here you see how the d20 system works.
* turn-based. initiative helps decide turn order. roll d20 and add initiative;
* each turn is six seconds in game (though much longer IRL).
* attack: roll a d20, add your base attack bonus and your weapon's bonuses and your proficiency bonuses/penalties. Meet or beat target's AC? If so, roll damage.
* HP = 0 means opponent is unconscious or staggered depending on your GM. You don't need to kill stuff dead to win, generally.
SKILL CHECKS:
* roll a d20. Add your skill bonuses, add/subtract circumstantial bonuses/penalties. Does it meet/beat difficulty class (DC) of challenge? If so you win.
Character classes:
* Fighter: slices stuff dead. At higher levels, is able to slice stuff dead more effectively, slice more stuff dead, and slice stuff dead more elegantly.
* Barbarian: bashes stuff dead. At higher levels, is able to even more bash even more stuff even more dead. Reminiscent of Berserker class from FF games.
* Cleric: Combat Medic. Usually has healing spells. Spell assortment dependent on choice of deity and focus area. But still good at bashing things.
* Rogue: Open Lock, Disable Device (i.e. traps, etc.), Tumble, feats of dodging, sneak attacks, Diplomacy (i.e. human relations), Bluff, Escape Artist, Intimidate, ...
* Ranger: Uses a bow. Gets nature and survival-related abilities, including some spells. In earlier editions, known for being able to call upon a flock of bears at will.
* Paladin: Always Lawful Good. Kills things dead with holy power. Has minor healing abilities.
* Sorceror: Gifted mage but squishy. Knows few spells but can cast them more and at will.
* Wizard: Classic squishy wizard, complete with spellbook. Knows lots of spells but has to prepare them and has fewer spell slots. Can have familiar.
* Bard: Not great by itself, but very useful support class with buffing and debuffing abilities and a bit of healing. Also for knowing random things (Bardic Knowledge) and being entertaining (hopefully).
* Monk: Preternaturally powerful unarmed combat and other physical abilities (such as resistance to various effects). The classic super-cool martial artist of myth.
* Druid: environmentalist magic, basically. Geomancing capabilities help control battlefield and sometimes attack. Animal companion can also help in battle.
My dad is flipping out because my math is an......80.
Which is kinda low for me, but he's calling it a "horrid disgrace".
Also, SC? Is that an Australia-specific thing?
"I've taken the TAKS 17 times!"
"Meow!"
"Okay, 18."
/NYer
That sure makes me feel a lot better about sucking so much at math.