Thanks for the replies. I think the XP cost thing won’t work well; it makes it prohibitively costly for low-level characters, and high level characters can buy lots of abilities. ARandomGod, I like your idea, especially for a slow-moving game like a PBP game; it can take months to advance with those, and having quicker, but smaller, advances could make things more exciting.
As I mentioned, I already had some ideas on the house rule I wanted to create, so I’ve written it up below. Comments, suggestions, or mild criticisms are welcome.
“STUDIED” ABILITY
(I’d like to come up with a better name for this, but for now, this is all I can come up with)
A character can learn, through training or study, a single ability, assuming he has both a teacher and the time to train. For the purposes of this, an ability is defined as one of the following:
1. A feat, for which you meet the prerequisites.
2. A class ability that is normally obtainable by adding one level to a class you currently have (for example, you can learn to do a +3D6 Sneak Attack as a 4th level rogue)
3. A first-level class ability in a class you don’t currently have. This can include prestige classes, but you must meet the requirements for the base class (such as alignment) or prestige class.
4. Gain 4 ranks in a skill, but the skill’s ranks still can’t exceed your normal maximum ranks (3+Character level for class-based skills, half that for cross-class skills)
Learning the “studied” ability requires a week’s effort, and a trainer who already knows the ability. Both the trainer and the student must succeed at a DC 10 Intelligence check (or possibly a different ability score check at the DM’s discretion, such as a Dex check to learn Sneak Attack), or else the week’s training is wasted and nothing is learned. If both checks are successful, the character now has the ability “studied”, but the ability is not as easy to use as it would be for one who gained it through level advancement. Each time the character attempts to use the ability, he must make an ability score check; if it succeeds, the ability works normally. If it fails by up to 4, the ability fails to function, and if the check is failed by 5 or more, the character takes some sort of penalty (DM’s discretion) for failure. This ability check is typically an Intelligence check vs DC 15, but the DM can alter which ability score, if a different one seems appropriate, and can alter the DC if he thinks a particular ability should be easier or harder to use.
For example, a non-rogue character learns to sneak attack for +1D6 damage. Using the studied ability requires a Dexterity check vs DC 15. When attempting to sneak attack, if he rolls 15 or higher on this check, he does the extra 1D6 damage. If he gets a total of 11-14, then the extra damage doesn’t occur. If he rolls 10 or less, he fumbles his attack so that it does no damage at all.
(Note: if the character has a +2 Dex modifier, this results in a 40% chance of doing sneak attack damage, 20% chance of doing just normal damage, and a 40% of doing no damage at all; so, all fairly balanced, IMO)
A character can only have one studied ability at a time. If he trains in a new ability, once it is learned, the previously known studied ability is forgotten. This allows each character in the campaign, if he takes the time and effort, to have one extra ability, with such a random possibility of success that it’s something that will probably only be used in extreme circumstances. It also adds an interesting element to games, giving characters reasons to seek out trainers with specific abilities, perhaps an ability required for a particular mission. I can imagine a PC seeking out training in Blind-Fighting if he knew he would be going up against invisible foes, or Endurance if he were planning a long trek across a desert.
I’m also considering making up two feats to use in conjunction with this house rule:
Quick Study: Allows gaining (or changing) a studied ability in a day’s time instead of a week, and without a trainer. It would still require observing someone with the ability, but that character wouldn’t have to be trying to train him and wouldn’t need the DC 10 check, although the studying character still does.
Expanded Study: Allows you to have more than one studied ability known at a time, up to a limit equal to your Intelligence modifier.
I think I’ll introduce all of this at my next session, and see how my players take to it. Any feedback is appreciated.