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<blockquote data-quote="knifespeaks" data-source="post: 1817080" data-attributes="member: 25248"><p>I use training for virtually all skills. During this time, no other activities can be undertaken and it assumes that training is daily for a minimum of 8 hours/day.</p><p></p><p>Here's what I do:</p><p></p><p>Base time to gain skill (rank 1):</p><p>Physical - 2 weeks (or 14 days)</p><p>Intellectual - 4 weeks (or 28 days)</p><p></p><p>Modifiers</p><p>- stat bonus/penalty for relevant skill of student = +/- 1 day/point (natural aptitude)</p><p>- stat bonus/penalty of INT and WIS of student = +/- 1 day/point (quality of student)</p><p>- stat bonus/penalty TOTAL of TEACHER for INT and WIS = +/- 1 day/point (quality of teaching)</p><p></p><p>At the conclusion of training, a DC 12 roll is made with all current bonuses to enable success. A critical fail indicates you haven't successfully learnt the skill, whilst a natural 20 indicates an additional rank has been achieved.</p><p></p><p>Example:</p><p>Balto wishes to learn Escape Artist from a travelling acrobat who is in town for a short while. He convinces the acrobat to tutor him, for a price.</p><p></p><p>Training Time</p><p>Balto has 10 INT, 12 WIS and 17 DEX = total modifier of +4 (which will remove 4 days from the base time of 2 weeks)</p><p>The Teacher has 14 INT and 8 WIS = total modifier of +3 (which will remove 3 days from base time)</p><p></p><p>So, Balto will learn enough to gain 1 rank in Escape Artist in 7 days. At the end of day 7, he rolls a DC 12 check, adding his dex modifier. If he makes it, all done. If he fails, he can try again in another 7 days. If he rolls a natural 20, he gains 2 skill ranks.</p><p></p><p>I usually ensure payment is up front, so Balto could maybe try to get a refund for his second week of training should he not need it, but I doubt his trainer will agree to that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You can consider circumstance penalties if the training is for less than 8 hours/day, or other activity is occurring, or whatever.</p></blockquote><p></p>
[QUOTE="knifespeaks, post: 1817080, member: 25248"] I use training for virtually all skills. During this time, no other activities can be undertaken and it assumes that training is daily for a minimum of 8 hours/day. Here's what I do: Base time to gain skill (rank 1): Physical - 2 weeks (or 14 days) Intellectual - 4 weeks (or 28 days) Modifiers - stat bonus/penalty for relevant skill of student = +/- 1 day/point (natural aptitude) - stat bonus/penalty of INT and WIS of student = +/- 1 day/point (quality of student) - stat bonus/penalty TOTAL of TEACHER for INT and WIS = +/- 1 day/point (quality of teaching) At the conclusion of training, a DC 12 roll is made with all current bonuses to enable success. A critical fail indicates you haven't successfully learnt the skill, whilst a natural 20 indicates an additional rank has been achieved. Example: Balto wishes to learn Escape Artist from a travelling acrobat who is in town for a short while. He convinces the acrobat to tutor him, for a price. Training Time Balto has 10 INT, 12 WIS and 17 DEX = total modifier of +4 (which will remove 4 days from the base time of 2 weeks) The Teacher has 14 INT and 8 WIS = total modifier of +3 (which will remove 3 days from base time) So, Balto will learn enough to gain 1 rank in Escape Artist in 7 days. At the end of day 7, he rolls a DC 12 check, adding his dex modifier. If he makes it, all done. If he fails, he can try again in another 7 days. If he rolls a natural 20, he gains 2 skill ranks. I usually ensure payment is up front, so Balto could maybe try to get a refund for his second week of training should he not need it, but I doubt his trainer will agree to that :) You can consider circumstance penalties if the training is for less than 8 hours/day, or other activity is occurring, or whatever. [/QUOTE]
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