Difference between revisions of "Training Rules"

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(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 ...")
 
 
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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.
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Cult skills:  cost half for initiates.

Latest revision as of 22:44, 8 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.