Phsyical Fitness Training...

kreynolds

First Post
The game I'm running has limited psionics (basically telepathy and some spin-offs of telekinesis), but psionic items are largely unavaialbe (the exception being crystal capacitors and a couple other items). To compensate for this, as well as for the difficulty level of the game, I whipped up these training programs for games that do not use/or have very limited forms of magic and/or psionics. Also, my game uses the point buy system for stats, and that's what this was really built for. Let me know what you think.


Physical Fitness Programs
All agents must complete a basic-level physical fitness training program and basic-level academic training program in order to be field-rated. Each program also has a more advanced level, and the time required to complete a program is based upon the current fitness level of the agent and the difficulty level of the program itself. Each training program can be taken only once. Also, it is important to note that none of these programs can raise an ability score beyond an 18. Such an increase requires a rather expensive and quite invasive process, such as genetic manipulation or extensive use of nanotechnology.
&nbsp&nbsp&nbspPhysical Program (basic): This training program focuses on speed, agility, quick reflexes and balance, as well as overall health. Upon completion, the agent receives 4 points that they may use to increase any of their three physical ability scores (Strength, Dexterity, Constitution) using the point buy system. The program requires at least four weeks (30 days, with training taking place every other day) in order to complete. At the end of the four weeks, the agent must make an ability check against DC 15 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial four week period, the agent receives a cumulative +3 competence bonus to the check, and the check is made at the end of each additional week.
&nbsp&nbsp&nbspRequirements: Character level 2, materials and/or facilities at Purchase DC 7.
&nbsp&nbsp&nbspPhysical Program (advanced): This program is a far more difficult version of the basic program. Upon completion, the agent receives 4 points that they may use to increase any of their three physical ability scores (Strength, Dexterity, Constitution) using the point buy system. The program requires at least six weeks (42 days, with training taking place every other day) in order to complete. At the end of the six weeks, the agent must make an ability check against DC 20 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial six week period, the agent receives a cumulative +2 competence bonus to the check, and the check is made at the end of each additional week.
&nbsp&nbsp&nbspRequirements: Character level 6, materials and/or facilities at Purchase DC 16, also requires an instructor.
&nbsp&nbsp&nbspAcademic Program (basic): This training program focuses on knowledge, wisdom and force of personality. Upon completion, the agent receives 4 points that they may use to increase any of their three mental ability scores (Intelligence, Wisdom, Charisma) using the point buy system. The program requires at least four weeks (30 days, with training taking place every other day) in order to complete. At the end of the four weeks, the agent must make an ability check against DC 15 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial four week period, the agent receives a cumulative +3 competence bonus to the check, and the check is made at the end of each additional week.
&nbsp&nbsp&nbspRequirements: Character level 2, materials and/or facilities at Purchase DC 7.
&nbsp&nbsp&nbspAcademic Program (advanced): This program is a far more difficult version of the basic program. Upon completion, the agent receives 4 points that they may use to increase any of their three mental ability scores (Intelligence, Wisdom, Charisma) using the point buy system. The program requires at least six weeks (42 days, with training taking place every other day) in order to complete. At the end of the six weeks, the agent must make an ability check against DC 20 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial six week period, the agent receives a cumulative +2 competence bonus to the check, and the check is made at the end of each additional week.
&nbsp&nbsp&nbspRequirements: Character level 6, materials and/or facilities at Purchase DC 16, also requires an instructor.


Anyway, that's it. Let me know if you have any questions. It might seem confusing at first, but its actually quite simple. Also, the reason I redesigned it was because the initial system seriously benefited the "tougher" classes while completely ignoring the "smarter" classes. The other nice thing about this one too, if you sit down and play with a few sets of stats, is that this one actually benefits a power-gamer character less and a well-rounded character more.

EDIT: Added in the note that none of these programs can increase an ability score beyond an 18 without genetic manipulation or nanotechnology, both of which I've created for my campaign setting. I'll try to post the info for those at a later date.
 
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I've got a few comments/questions about this. I like the basic idea though.

1) Why the low purchase DCs? If you're going to include this as a cost, make it high enough to be meaningful. Most level 2 characters should be able to make DC 7 without thinking. The DC 16 for the advanced programs at least imposes the 1 point wealth bonus reduction since it's over DC15. Without a real cost, it's just something that every character will do.

2) The ability checks needed to increase a stat seem somehow wrong to me. This makes it easier for a character who's great in a stat to increase that stat than a character who's only average in that stat. It's a lot easier to increase a stat of 10 to 11, than it is from 18 to 19. An alternative might be an ability check of DC 10 (15 for advanced program) + the point buy cost of the current stat. For example, someone wanting to increase a stat that is currently 10 would need to make a DC 12 check using the basic program, while someone wanting to increase a stat that's 16 would need to make a DC 20 using the basic program.

3) What do you mean exactly for the advanced programs when you say you need an instructor. Isn't this something that should just be factored into the purchase DC? Do you mean you have to find a character or NPC that has a certain level of profession (trainer) or certain ability scores which are greater than the trainee's?

4) This makes a great opportunity for catching the characters without their usual equipment. If they have an enemy who's looking to rub them out, have him send in some goons during the training program. Not only will the character's movements be predictable, but they'll be working out without their normal weapons and armor, and a fight in a gym (for the physical progam) would be a pretty cool location with lots of improvised weapons around and hazards the PCs could use.
 

JoelF said:
I've got a few comments/questions about this.

Fire away! :)

JoelF said:
1) Why the low purchase DCs? If you're going to include this as a cost, make it high enough to be meaningful. Most level 2 characters should be able to make DC 7 without thinking.

Actually, from experience in the game I'm currently running, this isn't the case at all. Some characters chew through their wealth faster than others, so for some, paying for training will be easy. For example, one of the characters in my game is a gearhead. He builds and modifies cars for a living and for fun. Much of the work he does on his car is very expensive, and his Wealth has suffered for it. For him, the purchase DC will definately lower his Wealth by 1 (his Wealth is currently sitting at a 7, but he's about to modify his vehicle even further, which will lower his Wealth substantially).

Also, a basic exercise program is something that anybody can do at home, whether in game or real life. Vitamin supplements can be expensive, but you generally don't buy hundreds of dollars worth of supplements all at once. You by them as you need them. A basic membershipt to a gym isn't very expensive either at about $30 to $40 a month. I know because I used to work out quite religously. Two years ago I turned about 20 to 25 pounds of fat into pure muscle in about 4 weeks, and it hardly made a dent in my pocket (and I've got a pretty small pocket). I also did it at home, but most of my money went to vitamin supplements.

In short, a basic excercise program is cheap, and I know from experience that it only costs about $50 to $60 a month, at the most. Like I said though, this could easier or harder to purchase depending upon how characters spend their wealth.

JoelF said:
The DC 16 for the advanced programs at least imposes the 1 point wealth bonus reduction since it's over DC15. Without a real cost, it's just something that every character will do.

That's just it though. Every character probably will want to do it, and that's fine with me. Given enough time, they can do it, as the time involved is actually the most costly part of the programs. If you want to increase a stat from 16 to 18, it will take you at least 10 weeks to do so, as you need 6 buy points to go from a 16 to an 18 (the difference between the two is 6 buy points). You have to complete both programs to get your 8 points. If you fail your check at the end of either program, it will take you even longer to get those points.

Also, I couldn't really justify a cost higher than 16, which is the equivalent of $600. Again, the time required is the greatest cost.

JoelF said:
2) The ability checks needed to increase a stat seem somehow wrong to me. This makes it easier for a character who's great in a stat to increase that stat than a character who's only average in that stat. It's a lot easier to increase a stat of 10 to 11, than it is from 18 to 19.

Precisely, and its supposed to be that way. Look at it from this angle. Increasing a stat from 16 to 18 isn't that bad. With a basic program, you only need to hit DC 15, and with a stat of 16, you're getting +3 to that check, which means you need to roll a 12 or higher. However, you won't get enough points to raise your 16 to an 18 by completing the basic program. For that, you'll need two more points, and you can only get those from an advanced program. An advanced program has a DC of 20, and your stat is still only a 16. So, with your +3 modifier from your stat, you will now need to roll a 17 or higher after the initial 6 week period. That's not easy.

The higher your stat is at the beginning, the easier it is to make the checks required to increase it. Also, if you're stat is a 16 and you want to raise it to an 18, which is as high as you can go with any of these programs, you effecitvely waste 2 points. Essentially, you gain less compared with someone with a lower stat.

If your stat is a 10 when you start the programs, you can raise it up to a 14 by completing the basic program, then up to a 16 by completing the advanced program. So, by completing both programs, you can raise your 10 stat all the way up to a 16 without wasting a single point. (The difference between a 10 and 14 and 14 and 16 is only 4 buy points each). Completing these programs will be much harder, but your net return is huge.

JoelF said:
For example, someone wanting to increase a stat that is currently 10 would need to make a DC 12 check using the basic program, while someone wanting to increase a stat that's 16 would need to make a DC 20 using the basic program.

Huh? I think you've got it mixed up. The DC is flat. For a basic program, the DC is static at 15. For an advanced program, the DC is static at 20. If you're stat is a 10 when you start a basic program, you have no modifier from your ability score to help you with the check, which means you'll have to roll a 15 or higher to compelete the basic program in four weeks. If you fail, after one more week of continuing the program you get a +3 bonus to your check, so now you only have to roll a 12 or higher. If you fail again, and continue the program for yet another week, you get another +3 bonus to the check. So, after six weeks of staying in the program, you now only have to roll a 9 or higher to hit the DC.

JoelF said:
3) What do you mean exactly for the advanced programs when you say you need an instructor.

I mean exactly that. You need an instructor.

JoelF said:
Isn't this something that should just be factored into the purchase DC?

It is.

JoelF said:
Do you mean you have to find a character or NPC that has a certain level of profession (trainer) or certain ability scores which are greater than the trainee's?

Not exactly. Essentially, it just means that you can't do it on your own. The Purchase DC of 16 merely illustrates that you have to pay for facilities and/or materials, as well as a qualified instructor. Basically, part of what you're paying for is the instructors qualifications and experience.

JoelF said:
This makes a great opportunity for catching the characters without their usual equipment.

True, but no more or less than if a character is building a car or house, repairing a handgun, etc. It's very unlikely that you'll be building a car or house in a bullet-proof vest, and if you're in the process of repairng a handgun, you can't use the handgun anyway. In the end, it's no more exceptional than other similar situations.

Also, in my campaign setting, you can take these programs in the agency I've created. The facilities are inside the agency, so it's very unlikely that you'll ever come under attack there. Granted, there's a slim possiblity, though still a possiblity, that you might suffer one of those experiences similar to Jet Li and the martial arts dojo scene in the police station from Kiss of the Dragon. :D

Let me know if I answered all your questions. Also, I need to add into the first paragraph the limitations of the programs. I forgot to carry that over from my docs.

EDIT: There are spelling errors in this post, but its too damn big for me to bother fixing. ;)
 
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Thanks, Moonsword! I have a fellow DM to thank for helping me with the revised version. He pointed out that since I used point buy, I should take advantage of it. He rocks. :cool:
 
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