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10:49, 28th April 2024 (GMT+0)

Feat/Talent Training.

Posted by NarratorFor group 0
Narrator
GM, 127 posts
Sun 3 Jul 2022
at 12:40
  • msg #1

Feat/Talent Training

This experimental system allows for characters to spend game time and money to train Feats and Talents.  It works as follows:

1.  A trainer is needed.  This might be found in several different forms, from a manuscript to an actual NPC trainer.  Which type is necessary depends on the feat or talent in question.

2.  Refer to the Training Chart (Work in Progress: https://docs.google.com/spread...mdA/edit?usp=sharing).  Each Feat or Talent is given a Complexity Value.

3.  The base Complexity Value is how many days that is required to learn the feat or talent.

4.  The base Complexity Value is then multiplied by 1000 to give how many GP are required to learn the feat or talent.  This may represent materials, cost dictated by the trainer, etc.

5.  The base Complexity Value can be bought down for GP cost, by up to 50% of the base value, by writing that many hundreds of words worth of detail for how and why the character learns the feat or talent.  The idea here is to provide further background to help flesh out the character, giving more plot hooks, etc.

6.  The base Complexity Value can be bought down for days required for training, separately from GP cost, in the same manner.

For example, if Alchemy: Cluster Toss has a Complexity Value of 10, it will take 10 days to learn, and has a base GP cost of 10,000 GP.  The Complexity Value can be bought down by 50%, or 5 points, by writing 500 words of background, reducing the cost to 5,000 GP, but will still take 10 days.  The 10 days can be reduced by 50%, or 5 days, as well, by, again, writing 500 words of background.  This means that the Talent can be learned in half the time for half the cost by writing 1000 words of background.

GM has final say on quality of the submission.
This message was last edited by the GM at 21:07, Sun 03 July 2022.
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