Crothian
First Post
I'm going to post my training rules here. I'm trying to come up with something fair for the PCs. Because it costs money and time to train I want to reward the PCs. That is why there is a chance of learning something extra. Now, I know it's a bad idea to base extra abilities off a random percentile. However, I don't want to give something extra every level and I need a way of determining when something extra is learned with it being predetermined (like every third level). So, would making it a wisdom roll or something stat related be better? Also, the table that determines what extra is learned is also random and only one table. Should it be different for the different classes to reflect their training habits? Are some of the things to much? Are some too weak? Any and all help is appreciated.
Training
Once a character has achieved enough experience to advance in level he must find a person of higher level then himself to train with. The trainer need not be of higher character level, just higher in whatever class is gaining a level in. The training takes time and money. The amount may wary from trainer to trainer with the following values being given as averages.
Normal Class Level Cost in Gold Pieces
1-4 10xlevel
5-8 50xlevel
9-12 100xlevel
13-16 500xlevel
17-20 1,000xlevel
Prestige Class Level Cost in Gold Pieces
1-3 50xlevel
4-6 250xlevel
7-9 500xlevel
10 2,500xlevel
Time: Normal classes take 12 hours of training per level. Prestige Classes take 16 hours per level.
A normal person can train up to eight hours a day with no problems. One may attempt to train longer. For each hour of additional training the character must make a constitution check. The endurance feat helps with this. The DC is 12+1 per additional hour of training. If the attempt fails then the training is done for the day. If the attempt fails by more then five then the character must rest a full day due to mental and physical exhaustion. If the attempt fails by 15 or more then the character must rest an entire week or only one day if magical healing is available.
Once the training is complete the player may roll a percentile die to see if the training was exceptional (typically 20%). If something extra is learned roll upon the following table to determine what it is.
01-20 +1 Skill Point
21-30 +2 Skill Points
31-36 +1d6 Skill Points
37-56 +2 Skill Points (Must be spent on Class Skills)
57-59 +1d6 Skill Points (Must be spent on Class Skills)
60-61 +1d8 Skill Points (Must be spent on Class Skills)
62-69 Skill Focus (Must be on a Class Skill)
70 Double Skill Points learned
71-77 Weapon Focus Feat
78-85 Toughness Feat
86-89 Luck of Heroes Feat (if already has it, then reroll)
90 Choose one feat
91-92 +1d4x100xp
93-94 +1d6x100xp
95-96 +1d8x100xp
97-98 +1d10x100xp
99 +1d12x100xp
00 +1 to any ability score
Self-Training: There may come a time in any adventures life that he will be unable to find someone to train him. When this happens, simply double the time of the training. The chance of gaining additional ability is 5%.
Training
Once a character has achieved enough experience to advance in level he must find a person of higher level then himself to train with. The trainer need not be of higher character level, just higher in whatever class is gaining a level in. The training takes time and money. The amount may wary from trainer to trainer with the following values being given as averages.
Normal Class Level Cost in Gold Pieces
1-4 10xlevel
5-8 50xlevel
9-12 100xlevel
13-16 500xlevel
17-20 1,000xlevel
Prestige Class Level Cost in Gold Pieces
1-3 50xlevel
4-6 250xlevel
7-9 500xlevel
10 2,500xlevel
Time: Normal classes take 12 hours of training per level. Prestige Classes take 16 hours per level.
A normal person can train up to eight hours a day with no problems. One may attempt to train longer. For each hour of additional training the character must make a constitution check. The endurance feat helps with this. The DC is 12+1 per additional hour of training. If the attempt fails then the training is done for the day. If the attempt fails by more then five then the character must rest a full day due to mental and physical exhaustion. If the attempt fails by 15 or more then the character must rest an entire week or only one day if magical healing is available.
Once the training is complete the player may roll a percentile die to see if the training was exceptional (typically 20%). If something extra is learned roll upon the following table to determine what it is.
01-20 +1 Skill Point
21-30 +2 Skill Points
31-36 +1d6 Skill Points
37-56 +2 Skill Points (Must be spent on Class Skills)
57-59 +1d6 Skill Points (Must be spent on Class Skills)
60-61 +1d8 Skill Points (Must be spent on Class Skills)
62-69 Skill Focus (Must be on a Class Skill)
70 Double Skill Points learned
71-77 Weapon Focus Feat
78-85 Toughness Feat
86-89 Luck of Heroes Feat (if already has it, then reroll)
90 Choose one feat
91-92 +1d4x100xp
93-94 +1d6x100xp
95-96 +1d8x100xp
97-98 +1d10x100xp
99 +1d12x100xp
00 +1 to any ability score
Self-Training: There may come a time in any adventures life that he will be unable to find someone to train him. When this happens, simply double the time of the training. The chance of gaining additional ability is 5%.