From: "Kevin L. Seachrist" ________________________________________________________________ 7 TRAINING RULES ________________________________________________________________ The following rules account for times and expenses for training, as well as present both mentor considerations and trainee variables. 7.1 TRAINING TIME ------------- I have lowered class training time, because proficiency training is no longer accounted for during this period. The following chart should be consulted for various sorts of training. Note: spending a bonus TP derrived from INT takes the normal amount of time listed. 7.1.1 GAINING TP AND LEVELS Upon attaining sufficient points to advance in a particular level, the appropriate number of TP is automatically gained and may be spent PRIOR to training within the class. In this way, completion of 1st Level Activation in a new class may be attained prior to advancing in the main class, perhaps yielding the hit die of the new class instead, if it is better than that of the old class or classes. 7.1.2 RAPPORT BETWEEN MENTOR AND DISCIPLE (RAP) Average the INT of the trainee character and the WIS of the appropriate trainer, rounding down. This replaces the exclusive use of the trainer's WIS in determining training time, and is likewise used for the completion check. If the trainee is a remarkably fast learner, the instructor can push things along more quickly. On the other hand, a dimwit can still be taught by a wise mentor willing to spend the extra time (and collect the extra gold, of course). If the student is part of a large class of trainees, only the instructor's WIS is a factor, as a levelling of abilities among the pupils occurs, with the brighter ones taking extra pains to help the dimmer ones advance more quickly. 7.1.3 TRAINING TIME CHART In the table below, a "Full Day" is the basic unit of training time. A full day assumes a dawn to dusk commitment to learning the new skill. See following chart for conversion of training time based on conditions of training. Type of Training Time (in Full Days) Regular In-Class Training 19-RAP * 3 TP spent on regular WP or NWP 19-RAP * 3 TP spent on Warrior/Rogue BT 19-RAP * 4 TP spent on Wizard/Priest BT 19-RAP * 5 TP spent activating any BT 19-RAP * 6 Training Condition Modifier to # of Full Days Full-time training x 1 Half-time training x 2 "Evening" training (during adventuring/ x 4 employment) Dedicated Training (see below) Double total ________________________________________________________________ 7.2 MONETARY COST FOR TRAINING -------------------------- I suggest a base amount of 20 GP per Full Day in all proficiencies save training within the primary profession. In the latter case, cost is 20 GP per Full Day per present level. This amount should be subject to roleplaying considerations dependent on the level of expertise of the mentor, availability of trainers, and even the degree of fondness the mentor has for his student ("I don't like ye much, whelp, but I'll be happy to take yer gold. My services'll cost ye 40 marks a day. Take it or leave it."). Miscellaneous materials might also add flat amounts to the training. On the other hand, serving as a productive apprentice to a mentor might reduce or even supplant normal payment, though more time may be involved (see Dedicated Training below for 0-level apprenticeships). The amount should also be dependent on both indidual and overall party wealth. Training has always been the best avenue for parting a character from money (buying magic items being the worst) though particularly in campaigns where money is tight, the above prices might move from the one extreme of allowing perpetual study to that of keeping PC's too poor to advance. The DM must balance all such factors. ________________________________________________________________ 7.3 DEDICATED TRAINING: TRAINING COSTS TIME AND MONEY, NOT LEVELS ------------------------------------------------------------- What happens to the fighter who takes some time off from hacking and slashing to gain some edification? Answer: NOTHING. He can't, because he's not concurrently advancing in levels, so he can't stay in an academy to learn new skills, even if he has the money and the time. A PC may complete a proficiency faster than the gradual progression across levels, or gain more proficiencies than the normal allotment of TPs, if he has both time and money to do so. Class and level have little to do with the acquisition of a new skill if a character devotes himself to the proficiency rather than to the class. What "level" was Picasso or Rembrandt? What "class" was Mozart? Even an adventurer can become a renowned artisan or craftsman with the proper dedication. Likewise a 0-level human can become a legend at her work, given time and resources. 7.3.1 TIME AND EXPENSE The number of days spent in order to gain an EXTRA TP equivalent is double the normal rate, which commensurately doubles the cost, since cost is on a per day basis. Normally, training gained is practiced during the acquisition of a new experience level, during those moments when the adventure permits. Since that time is not a factor in DEDICATED training, the additional training time required includes more practice within the training period. 7.3.2 0-LEVEL APPRENTICES For many proficiencies, a mentor will require service of a trainee in lieu of payment (in fact, the trainee may make some small wages in the bargain). Typically such apprenticeship keeps training at no faster than half-time, or 4 times the Full Day rate (x2 for half-time, x2 for Dedicated). Such an apprenticeship can certainly be worked into a character's background to explain a particular proficiency apart from adventuring skills. 7.3.3 DEDICATED TRAINING AND FIXED-RATE TP EXPENDITURES Some skills have a fixed rate of advancement in terms of TP per class level. For those pursuing dedicated training instead of level advancement, translate this delay to doubling the time expenditure for any training undergone immediately following the first TP spent, as is normal for dedicated training. Example: placement specialization with a longsword costs 3 TP, which may be spent at only 1 TP per level. If the character wishes to forgoe adventuring to dedicate herself to learning the specialization, the second TP training time is doubled the listed time of (19 - RAP) x 3 Full Days. If the trainer has a WIS of 10 and the trainee an INT of 12, training time is 48 days or (19 - 11) x 3 x 2. 7.3.4 SPECIALIZATION AND DEDICATED TRAINING A skill may be learned to full proficiency via the additional time and cost of dedicated training. However, specialization (mastery) represents seasoning which cannot be immediately gained through schooling, but must be gained through DOING. For zero level apprentices or those halting their class careers for dedicated training, a period of no less than 6 months minus the character's INT in weeks must pass before specialized training may procede. For any character, 0 level or beyond, once the delay passes, specialized training may procede unhindered through the appropriate number of degrees. Note that mastery of a skill while adventuring typically requires skipping TP expenditure in that skill for at least 1 full level. ________________________________________________________________ 7.4 MAXIMUM NUMBER OF PROFICIENCIES FOR ENTIRE CAREER ------------------------------------------------- 7.4.1 METHOD 1: TALLYING PROFICIENCIES A PC is limited to a number of proficiencies equal to his intelligence points plus 4. The following counts as 1 proficiency each. single weapon 1 expansion to group 1 (total, whether tight or broad) spec. within group 1 (total, no limit to types, degree or number within group) style spec 1 NWP 1 NWP specialization 1 In-Class Specialization 1/3 Basic Training 1 per additional BT begun or completed. Note that Basic Training in a new class constitutes one proficiency, so a character who begins with two classes has already filled one proficiency toward his total. Regarding weapons, the most a group will ever cost is 3, which includes individual types of specializations and degrees for all weapons within the group. Partial proficiencies count against the PC's total proficiencies possible as soon as 1 TP is spent on them. TEACHING OLD DOGS NEW TRICKS: If a PC actually reaches a state where he'd like to learn beyond his maximum number of skills, each new partial proficiency bumps the least used of the present proficiencies (whether partial or full) completely from the character's resume. The DM and player should reach an accord on the one lost. Retraining a bumped proficiency takes half the usual time, but then another proficiency would have to drop out. 7.4.2 METHOD II: TALLYING TRAINING POINTS ----------------------------------- A character may retain a total number of TP's equal to his INT score times 4 (minimum of 20). Once the limit is reached, adding a TP in a new class removes a TP from an existing proficiency. Old areas of study and training get rusty when new areas receive all the attention. ________________________________________________________________ 7.5 PRODIGY: THE SIGNS OF GENIUS (Option) At the completion of the first increment of training in a proficiency, the PC rolls a d100. On a score of 5 or less (no modifiers are used), she has been declared a prodigy at that skill, and may self-train thereafter at a timetable equal to the normal training rate using his own WIS as the RAP score, and using only half the required gold in resources (or less, depending on the skill). Likewise a prodigy may train under a mentor in half the normal time. A prodigy may also specialize after half the normal delay (see below). This rule applies to weapon training as well. Note that full access to necessary new materials (reference sources, exotic weapons, etc. depending on the skill) must be obtained. A prodigy has a 20% chance to also gain this benefit in a closely related proficiency (DM's discretion). Note that news of a prodigy (sometimes legends) will spread among the community of students in that proficiency. ________________________________________________________________ 7.6 PC AND NPC MENTORS: FURTHER CONSIDERATIONS ------------------------------------------ 7.6.1 SEEKING A MENTOR VS. SELF-TRAINING If a mentor is sought, the trainer must be of at least one degree of proficiency higher than the one sought (2 places above the trainee's current ability), and training then requires the above amount of time per point. Alternatively the trainee may self-teach at 3x the listed amount of time once he has attained at least 2/3 proficiency and can still obtain necessary materials. A specialist mentor must be sought to obtain the first degree of specialty. Thereafter a trainee specialist may self-train at double normal time costs. Eventually, a specialist will be forced to self- train, as no mentor of greater skill will be available. 7.6.2 SPECIALIST MENTORS TEACHING NORMAL PROFICIENCY Each increment of a mentor's specialization decreases the time necessary to train a student toward proficiency by 3 days (from the total amount, with a 3 Full Day minimum), but does not hasten specialized training. 7.6.3 LEARNING VIA FELLOW PARTY MEMBERS Training within the party proceeds at the above rates. Proficiency training (other than Basic Training, which requires a level 5 mentor) is not based on level, but on degree of skill of the trainer: a PC may act as a dedicated tutor if he/she is at least 2 TP ahead of the trainee's PRESENT ability with the proficiency (Therefore a Warrior with 3 TP's in Animal Lore could train another party member up to 2 TP's worth, not 3.). Training to full proficiency requires the mentorship of a specialist (some party members may qualify, of course). Obviously intra-party training requires the availability of necessary materials for proper study (Ex: learning written Elven with no books or paper handy is impossible, as any contrived method of scrawling symbols in the dirt, etc. would be more hindrance than help.) At the very least, quadruple training time when materials must be substituted or when training is restricted to verbal explanations (Ex: a sailor teaches a fellow prisoner about seamanship while locked up. Perhaps it can be done, but it will take significantly more time than a trainee on a boat would need). ________________________________________________________________ 7.7 LIMITING STUDENT PROGRESSION: MAKE MENTORS/TRAINERS A FORCE TO BE RECKONED WITH ------------- This system allows characters to experiment if they so desire, and variable multi-classing, combined with incremental training, allows very fluid "kits" to evolve. Some will be very effective in terms of combat prowess. The limiter on min/maxing rightfully must be the DM, who has many options available to limit abuse of the training system, the best tool being a role-playing one: a demanding trainer/mentor. --A trainer will want to know why a member of a different occupation seeks to learn a foreign skill, and may device some rather complex or downright nasty tests as methods of weeding out the earnest from the casually curious. --Others will simply refuse a character who has insufficient motive to learn, perhaps even passing on the news of the potential conflict of interest to the mentor for the old class. --Finding a mentor may be difficult, especially if the PC is fairly advanced in a different class. Some areas may simply not have a specialist in that area. Others may have but one--and he may be adverse to training a particular character. Personality conflicts may be an interesting role-playing avenue. --As a further means for the DM to limit rampant TP utilization, trainers may opt to only offer courses "part-time" which effectively doubles training time. --Limiting the trainer's Wisdom will help to ensure significant training times. --Limiting characters' funds, and especially their FREE TIME will perhaps be the most telling method of limiting min/maxing. A final piece of advice for DM's: challenge the characters in terms of training of any sort. Make them prove their desire to learn is not just a desire to acquire statistical power, or even if so, that they enter training understanding the costs involved. If the campaign places value on diversity, overspecialization becomes as much a handicap as a benefit. Take the min/maxer away from his character's particular niche, and oversights in training become glaring shortcomings. Such a harsh light on a character's present resume should convince the player to diversify. If not, another lesson ought to follow... ________________________________________________________________ ________________________________________________________________ FINAL GENERAL NOTE: This system evolved over many months and dozens of helpful suggestions. I'd like to pay particular thanks to the following members of internet mailing list ADND-L, though the list of those posing questions and offering critiques is much larger: John Antonnen (Lastel Bladedancer) Adam Darlow (Aerlevar) David Nalasco (no persona, but LOTS of suggestions and critiques!) Paul Tiseo (Nemesis, whose own proficiency system is a heckuva standard to try to match. Always my favorite nemesis.) I hope Proficiencies II is helpful both in theory and practice. It is a shortcut to a book-length skill-point system such as some games offer, but I hope not a shortchanging of options and flexibility. We'll see how it stacks up to TSR's method when they release the Options books. I think it will compare favorably. Please feel free to send me your comments and suggestions or post them. / \ | \ /( \ | )\ / \_____( )|)/) )____/ \ / \ _-^ ) / \ / \_ /^ ) _/ \ / _ \ -v-- ) / _ \ / _/ \ __ \ / \ / __ / \_ \ / __/ \ | \ DRAGONSHADOW / | / \__ \ | / \ Mech-Smith and Persona-fier / \ | |/ (a.k.a. Kevin Seachrist) \| | kevster@brahms.udel.edu |