Training system


Multiply all modifiers together, and apply to the base of 6 months. This is the time necessary to gain one CP in the skill.

Modifiers:


Training by another:

Charisma

Modifier

18+ x0.75
15-17 x0.85
13-14 x0.95
7-8 x1.25
4-6 x2
3- x5

"Teachers" with equal skill (ie: training partner) don't get the charisma modifier to training time.

Relative skill level between teacher and student:

Modifier

-8- x0
-6 to -7 x6
-4 to -5 x4
-1 to -3 x3
Equal x0.75
+1 to +3 x0.5
+4 to +7 x0.25
>7+ x0.2

Use of Skills

Long term use of a profiency can also lead to improvement. This is at half the normal rate (ie: a modifier of 2).

As a character becomes more skilled, they will tend to find tasks which stretch their abilities. These penalties may be reduced for long term difficult use.

Character skill Modifier
Proficient x1
+1 to +3 x1.25
+4 to +7 x1.5
+7 to +10 x2
>10+ x3

All of this assumes 8 hours a day, 5 days a week. If the character spends less time, modify the time required appropriately. More time is not considered to be effective long term, and will not reduce the time required.

By this system, Kasin could teach a group of non-profiecnt riders 1 CP in 3.6 weeks. A brilliant teacher (eg: 18 charisma, blademaster, in great military academy) could teach a CP every 1.8 weeks. Such a teacher could demand very high fees.

A more normal teacher (average charisma, but experienced, with +1 to +3 relative to student) could teach one CP per 2.85 months.

Note that this will give smaller rates than Hannes'es system.

Partial profiencies:

This is stolen straight from Hannes :)

If a character does not yet have the proficiency, they will gain a fraction of the initial score for every CP that they achieve in that proficiency. For example, the Weaving Proficiency requires 3 CPs to learn, and has an Initial Rating of 6. Thus if a character spends 1 CP on weaving, they have a score of 2 (6 / 3) - which is modified by their Int/Reason or Dex/Aim. Under this system, characters with extremely low ability scores (see S&P p87) require 1 CP per point below 9 to get to zero.

Any character may attempt any special manoeuvre that a partially-learned (or unknown) proficiency would allow them, at their current proficiency score. A manoeuvre that would be automatic can be attempted, but characters who have only partially learned the proficiency must make a proficiency check at +5. Character who are unlearned (or have not yet brought their score above "zero" because of a low ability score) may attempt such manoeuvres at +2

For example: The thief given in the S&P example, Wingo (Dex/B 15, Wis/Int 7), wishes to learn the Land-based Riding proficiency under this system. He trains for a while, and gains one CP to put towards this. He now has a proficiency score of 1 (-1 for low wis, 0 base, +2 Dex). He later rises a level, and puts two more CPs into Riding. He has now spent three CPs, 2 to eliminate the penalty and one to start learning properly. Thus he has a score of 6 (8/2 = 4 base, + 2 Dex). At the moment he may attempt any special manoeuvre listed in the proficiency description, using his current score. He may make a proficiency check at +5 to attempt a manoeuvre that would be automatic for a proficient rider, such as hanging from the side of his mount. If he spends one more CP at a later time he will become fully proficient and gain a score of 10 (8 + 2).

In the first table, the Current Proficiency Level refers to the character's current proficiency score with respect to the initial rating for that proficiency. For example, a character with an Agriculture Proficiency (Initial Rating 7) score of 9 would be counted as Skilled (+2). The training time given is the amount of hours that need to be spent in training before a CP is gained. The hours spent in training are modified by Tables 2 to 4.

training for experience

Characters can also train for experience. This is at the rate of 10% of the xp required for next level per base of 6 months.


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Glenn Butcher / knight