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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Thu Nov 04, 2021 1:29 pm Post subject: Skill Advancement Costs |
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As I was making a veteran adversary for my players - someone with 225 CPs - it occurred to me that it is really tedious to do the work of advancing skills one pip at a time.
In 2R&E, the cost to advance a skill is the number before the die. So to go from 2D to 2D+1 costs 2 CP. But what if you want to advance a character from their base of 2D to 7D? It takes a long time to calculate that, going one pip at a time.
I don't know if anybody has done this before, but yesterday I made up a chart that shows what it costs in total CP to advance a regular skill from any value to any other value (well, anything from 2D to 7D).
This site formats things wonky, so I don't know if I'll be able to easily post it here, but anyone who is interested can feel free to PM me and I'll send it to you as a Word doc. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 04, 2021 4:26 pm Post subject: |
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It shouldn't be tedious, but it should be easy to calculate..
Going from 2d, to 7d would be
2+2+2 = 6
3+3+3 = 9
4+4+4 = 12
5+5+5 = 15
6+6+6 = 18
So adding that up, we get 6 + 9 = 15. Add in the 15 from the 5d line, and you are at 30cp. Add in the 12cp from 4d, and 18cp from 6cp, and we are at 60cp total.. _________________ Confucious sayeth, don't wash cat while drunk! |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Fri Nov 05, 2021 11:47 pm Post subject: |
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I took DougRed4's idea and expanded on it into a spreadsheet on Google Docs if anyone's interested:
https://docs.google.com/spreadsheets/d/1wpbAUfC-gu_6kufhv3q0hCbJRATUMeQzdte4FT66lpI/edit?usp=sharing
I verified using garkal's example above and can see that 2D to 7D comes out as 60cp as calculated.
I took it from 1D all the way to 12D+2, with the benefit that you can highlight the row of the starting value, and see the cost to set the NPCs skills to particular values.
If anyone sees a mistake, please let me know and I'll correct it!
~Ty _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Nov 06, 2021 1:45 am Post subject: |
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Nice work ty... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Nov 06, 2021 2:05 am Post subject: |
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Very nice, indeed.
At first, I wondered if you might want to do a separate chart for Advanced Skills, but that should be a simple matter of just doubling the CP result. Of course, that brings up other issues of doubling, since we can't know exactly how many of the dice in a character's Force skills were improved without the benefit of a teacher...
Also worth considering is whether or not you allow for Attribute Improvement in your system, since that can potentially throw off your calculations. My initial thought is to just assume no, but use the Attribute Improvement CP Cost to calculate something like the Royal Guards, with their 5D Dexterity (as in 1D over the maximum allowable for a human, so somewhere in there, they improved their Attribute by 3 pips). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Nov 06, 2021 8:48 am Post subject: |
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Yeah I'm thinking of adding a new sheet for skill specializations (at one half the cost rounded up), so instead of a cost of 5 to improve a specialization from 5D+1 to 5D+2, it would actually cost 3cp.
Since each step needs to be halved, or halved and rounded, I think that requires a new sheet.
For advanced skills it would be as simple as doubling the cost, but if I'm breaking out the other two might as well add a new sheet for that as well.
And then improving attributes is 10 times the number before the 'D' in cp IIRC.... So a fourth sheet is in order.
I'll see if I can get to them over the course of the weekend.
~Ty _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Sat Nov 06, 2021 10:33 am Post subject: |
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I see this neat little table having a special place on my hard drive. Thank you! _________________ __________________________________
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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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Nov 06, 2021 1:57 pm Post subject: |
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Ok, updated for Standard Skills, Advanced Skills and Attribute costs.
There's a blank sheet for Specializations, which I'm working on now.
I kept the same grid (up to 12D+2) for everything, though I doubt it'll of use that high for Attributes, I was just trying to keep everything the same for a common look.
Will update with costs for specialization skills (1/2 cost round up) as soon as I'm done.
~Ty _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Nov 06, 2021 2:32 pm Post subject: |
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ok
been staring at formulas too long...
updated with skill specializations, that one was a little tricky until I figured out the excel formula to use, I'm apparently a little rusty....
So now there's a sheet for standard skills (CP cost equals number before 'D'), skill specializations (CP cost equals half number before 'D' rounded up), advanced skills (CP cost equals twice the number before 'D'), and attributes (CP cost equals ten times number before 'D'), all listing from 1D to 12D+2.
If anyone can spot check just a couple on each sheet, that would be great, otherwise if they're good, then there they are.
~Ty _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Nov 06, 2021 2:39 pm Post subject: |
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And updated one last time (unless any edits are required).
Formatting only, now the header rows will remain static as you scroll left, or right, or down.
~Ty _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Nov 06, 2021 5:01 pm Post subject: |
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TyCaine wrote: | Yeah I'm thinking of adding a new sheet for skill specializations (at one half the cost rounded up), so instead of a cost of 5 to improve a specialization from 5D+1 to 5D+2, it would actually cost 3cp.
Since each step needs to be halved, or halved and rounded, I think that requires a new sheet.
For advanced skills it would be as simple as doubling the cost, but if I'm breaking out the other two might as well add a new sheet for that as well.
And then improving attributes is 10 times the number before the 'D' in cp IIRC.... So a fourth sheet is in order.
I'll see if I can get to them over the course of the weekend.
~Ty |
Sounds like you have some work for this weekend... _________________ Confucious sayeth, don't wash cat while drunk! |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Nov 06, 2021 5:46 pm Post subject: |
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Much thanks for the hard work. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Nov 06, 2021 6:32 pm Post subject: |
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I don't mind at all
That doc is shared to all with the link, so it's unrestricted it that sense.
It doesn't take much room on my drive so also as far as I'm concerned it can sit and be available.
And you're all welcome.
If it helps anyone in some small way to create NPCs then that's fine by me.
~Ty _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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