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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Sat Oct 22, 2011 12:14 am Post subject: Are there rules for teaching or being taught skills? |
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As the title says are there rules for being taught a skill and/or teaching of skills?
thanks ahead of time.
~tet |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Oct 22, 2011 3:55 am Post subject: |
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No, not beyond Force Powers..
I once had rules for it, and also training over time. I have dropped it now though _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Sat Oct 22, 2011 12:19 pm Post subject: |
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I'd thought of having some rule set for teaching whereby it altered the training time and cp cost, but it never really came together in a way I liked. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Oct 22, 2011 2:29 pm Post subject: |
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It is a good idea, if it could be done properly. _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Oct 22, 2011 3:35 pm Post subject: |
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There is a basic training time in the game. Something like 1 day per D in the skill code or something.
For teaching how about:
-The Target difficulty for the teacher is based on the students skill roll. (becuase it get harder to train someone who is already good).
-A success reduces the training time by 1 day, or the CP costs by 1 point.
-Each +5 over the difficulty is worth another day or CP,neither of which can be reduced to below half normal. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Oct 22, 2011 9:21 pm Post subject: |
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Officially, all i see is a requirement that the student spend X number of days based on the CP cost, learning it. Nothing about how much higher the teacher is supposed to be, or any rolls to ensure they learned it. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Oct 23, 2011 10:00 am Post subject: |
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Or anything about how a better teacher can teach it to you faster. _________________ Blasted rules. Why can't they just be perfect? |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Sat Nov 19, 2011 12:38 am Post subject: |
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This was one of those things left largely to house rules in 1e and poorly dealt with in 2e/RE, leaving GMs caught somewhere between ad hoc and RAW.
IIRC there's a basic guideline for training times based on CP cost for improvement.
Add to this one supplement's guideline of instructor skill availability by starport class and population size.
These represent rough guidelines, a note made among RAW. Some rough guidelines like, a standard class starport of a non-descript human planet or colony will retain on average, blaster/melee/starship instructors of around 8D skill.
You can only train up to 2D below your instructor in formal training, or something like that.
So you go to bigger or more specialised population centres for highly skilled or unusual training. Our characters generally seek training at locations well outweighing our skill requirements, like Coyn to study melee combat at 5D to 9D, no problem at all. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Nov 19, 2011 3:19 am Post subject: |
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One rule i have been looking at for a house ruling is that for every 2d above the student, the 'instructor' can shave off 1cp of learning cost. MIN of 1cp.
Also for every D above the 2d min i have seen mentioned as a min requirement above the students the instructor needs, he can train 1 more person. _________________ Confucious sayeth, don't wash cat while drunk! |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Sat Nov 19, 2011 10:08 am Post subject: |
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oh I like that garhkal.
Should also mention the skills training aspect of character advancement are one of the best sidequest hooking opportunities a GM can have. We've started major adventures seeking highly specialised training at high skill die.
You wind up caught in all sorts of local system disputes and such, especially when you're really rounding out a pretty tough character, you find you have a lot of local peers in high places that have interesting things for you to do. And interesting treasures to requisition. |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sat Jun 09, 2012 3:40 am Post subject: |
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I actually have some rules sets for Training, Student Teacher training, research through medias and libraries, using media (books, magazines, visual aides) as references, etc. I based much of it off either existing material in D6 that I expanded the context on, or off of similar ideas from other games systems I have played and like over the many decades I have Role Played. I plan to include the full set of guides in the next revision of my Skill Use Guide that is floating around (just need to type it all up from the 3-ring binder it's written in, format, and organize it).
The Gist of it is that I introduce a Teaching Skill (Knowledge) - and the player doing the training can not teach the skill above this level or above his own skill level. If the Player has the initial skill being taught at 5D or above, then the GM may forego the need for a teaching skill, but the skill may only be taught up to the teacher's level -1D. After a sufficient period of teaching and training (about equal to 1 eight hour day for each full die code the student already posesses) the teacher makes his skill roll with the difficulty being the students current skill. If successful, then the teaching is successful, and the cost for the next skill increase is halved (as per Jedi training - which I used as a basis). If the teaching roll is failed, then the student does not find the teachers lessons particularly helpful, and skill improvement costs normal. If the teachers roll is fumbled, then the lessons were particularly confusing, complicated, or contained misinformation, and the next skill increase is doubled in cost.
I had some more nuances and complexities, but will save those for the Skill Catalog, this should suffice for anyone who wants to use it as a quick method. Various forms of this were used and playtested over a three year period as it was developed, and with the bonus and penalties balancing it worked rather well. Cost for lessons was something else covered that will be presented in the Skill Guide. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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