Training Rules: Difference between revisions
Created page with "Main; The Prax Adventure Did I give you training rules before? I know I mentioned that I just have you pay X amount to train so many hours. Then you get a normal skill ..." |
No edit summary |
||
Line 10: | Line 10: | ||
Attributes: spend a season training and attribute (replaces 1 skill slot) and you can an attribute increase roll: just like a POW gain roll. | Attributes: spend a season training and attribute (replaces 1 skill slot) and you can an attribute increase roll: just like a POW gain roll. | ||
Cult skills: cost half for initiates. |
Latest revision as of 05:44, 9 December 2014
Main; The Prax Adventure
Did I give you training rules before? I know I mentioned that I just have you pay X amount to train so many hours. Then you get a normal skill check (not automatic). It works nicely and is far less fiddly than the official RQ3 rules.
Let's just say that one training session costs 10 L for skills 0-25%, 20 L for skills 25-50%, 40 L for skills 51-75%. Most skills can't be trained above 75%.
You can train 1 skill while carrying a full-time job per week. You can train 3 skills if you aren't working.
Most likely, you'll need multiple sessions to get an actual increase, so plan accordingly.
Attributes: spend a season training and attribute (replaces 1 skill slot) and you can an attribute increase roll: just like a POW gain roll.
Cult skills: cost half for initiates.