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- | ====== New Training - Proposed v2 ====== | ||
- | <WRAP right box 45%> | ||
- | === Training Example 1 === | ||
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- | Red decides to learn alchemy, so that he can brew potions for the party at a cheaper price. He decides to start training the **Jack of Trades** talent (Apprenticeship, | ||
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- | **Jack of Trades** is a Tier 1 Talent, so Red needs 450 skill points to learn the ability. His party is about to take a 6-day non-stop airship ride, so he decides to use the time to learn these abilities. Potion brewing is based on Wisdom or Intelligence, | ||
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- | Red thinks ahead, and decides to hire an alchemist who can teach him on the ride. Red buys his supplies in advance for 30gp, and hires an alchemist to teach him for 12gp, plus the cost of tickets to send the alchemist back home. He trains each day, and with his advantage, he rolls the following: 15, 20, 9, 7, 20. As a bard, Red has Jack of All Trades, so he adds half his +5 proficiency bonus to each roll, and so those numbers increase by 2 each. He gains a total of 81 skill points during the trip, bringing him to a little under 1/5 to completion. | ||
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- | === Training Example 2 === | ||
- | Zimest has had too many traps blow up in his face after Rama barges through a door, and decides to train the **Slippery** talent (Acrobatics, | ||
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- | The party decides to spend 4 days enjoying their castle, so Zimest has time to train. He has a good Dexterity and is proficient in Acrobatics, giving him +11 to his training rolls. There are also some retired adventurers that Zimest can hire to help speed things along. | ||
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- | He spends 20gp on traps and poisons to use in his training, plus an additional 16gp to get a retired adventurer to assist him. He rolls the following: 25, 25, 27, 24, 29. At the end of the 4-day period, he's got 130 points invested in learning this talent, and is also about 1/5 of the way there. | ||
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- | </ | ||
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- | Characters can spend downtime honing their skills, and gaining new abilities that are not tied directly to levelling up. All abilities a character may gain as a result of downtime training are detailed in the [[https:// | ||
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- | To begin training a skill, a character must select a talent to train. If the character has partially trained for a different Talent, all progress on that Talent will be lost when they begin training a new one. A character cannot select a talent if they do not have its prerequisite talent. | ||
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- | After making their selection, a character requires at least 8 hours of free time to train, which cannot include time spent resting (long or short rest) or performing any other strenuous activity. At the end of this time, the character makes a roll, and they gain skill points equal to the total rolled. | ||
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- | If the character is training a talent in a skill tree, they make an ability check using the relevant skill. If they are training a talent in the specialty tree, they make a flat ability check using an attribute selected by the DM. | ||
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- | Training costs money to do correctly, at 5gp per training session. This may cover the basic costs of supplies, or covering expenses when things go poorly. A character who trains without paying this cost has disadvantage on their training roll. | ||
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- | A character may also improve their results while training by studying. They can spend 1 hour before a training session to study the topic, making an Intelligence Check after this hour. The DC of this check increases depending on the tier of the talent, per the table below. If they succeed on this check, their training roll is made with advantage. | ||
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- | They can also receive assistance during their training session. If the character is being assisted by another character who has the talent they are training, they also gain advantage on their training roll. The trainer must spend the entire session assisting with the roll. | ||
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- | A character can complete 1 training session in a single day, as the results of further training beyond 8 hours are too small to be worthwhile; fingers get tired, muscles get sore, and the brain gets foggy. | ||
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- | The skill points required to gain a talent depend on the tier of the talent, also shown in the table below. Once a character has a number of skill points required for a talent, they gain that talent and their skill points are reset to 0. NPCs with the ability to assist with training can also be hired to assist during training sessions, typically costing the amount shown in the "GP per Session" | ||
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- | ^**Tier**^**Points Needed**^**Trainer Cost per Session**^**INT Check**^ | ||
- | |Tier 1|450|2gp|DC 10| | ||
- | |Tier 2|675|4gp|DC 15| | ||
- | |Tier 3|1025|6gp|DC 20| | ||
- | |Tier 4|1525|8gp|DC 25| | ||
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