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General Tabletop Discussion
*TTRPGs General
[+]Training and Reward, not Assumed Advancement
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<blockquote data-quote="doctorbadwolf" data-source="post: 9244810" data-attributes="member: 6704184"><p>Yeah I’m much more thinking soemthing like: </p><p></p><p>You improvise a Technique in play, defend against a technique, or find a book describing it, and want to train and perfect it into a new Technique you can use without the skill improvisation rules. Later that day, you recreate the technique in a sparring session, and roll with the appropriate skill. Success means you’ve started learning it. The next day you reach a safe haven, and you can take more time with it. You find someone at least on your level in that skill, and practice and train. Let’s say it’s a Minor Trait, so it only needs 5 successes to learn, and you can only gain 1 success per day, so it takes a week to train if you’re really on the ball, but if you roll poorly it might take long enough that you’re still working on it when you leave not-Rivendell, still needing 2 successes to learn it. </p><p></p><p>A Major Trait might require 10 or more successes. </p><p></p><p>Skill ranks might be major, while specialization ranks are minor, but with skills you can simply count successful checks (must be total success) once a day toward training in a skill. This might be too fast in advancement, though. </p><p></p><p>I think with skills, you’d have roadblocks where you can’t get your 3rd rank without training with someone who already has at least 3 Ranks, or teaching someone the skill to have at least 1 rank. To become a Master (6 ranks) you have to train with a master or teach someone to reach Journeyman level. </p><p></p><p>The GM should not, IMO, be that deeply involved in the specifics of how the PC advances. </p><p></p><p>Im definitely not in any danger of doing anything like that.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9244810, member: 6704184"] Yeah I’m much more thinking soemthing like: You improvise a Technique in play, defend against a technique, or find a book describing it, and want to train and perfect it into a new Technique you can use without the skill improvisation rules. Later that day, you recreate the technique in a sparring session, and roll with the appropriate skill. Success means you’ve started learning it. The next day you reach a safe haven, and you can take more time with it. You find someone at least on your level in that skill, and practice and train. Let’s say it’s a Minor Trait, so it only needs 5 successes to learn, and you can only gain 1 success per day, so it takes a week to train if you’re really on the ball, but if you roll poorly it might take long enough that you’re still working on it when you leave not-Rivendell, still needing 2 successes to learn it. A Major Trait might require 10 or more successes. Skill ranks might be major, while specialization ranks are minor, but with skills you can simply count successful checks (must be total success) once a day toward training in a skill. This might be too fast in advancement, though. I think with skills, you’d have roadblocks where you can’t get your 3rd rank without training with someone who already has at least 3 Ranks, or teaching someone the skill to have at least 1 rank. To become a Master (6 ranks) you have to train with a master or teach someone to reach Journeyman level. The GM should not, IMO, be that deeply involved in the specifics of how the PC advances. Im definitely not in any danger of doing anything like that. [/QUOTE]
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[+]Training and Reward, not Assumed Advancement
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