From: CRIMMARTI%urvax.urich.edu@VTVM2.CC.VT.EDU
Date: Tue 27 Nov 1990 - 09:56:33 EET
The liberation of RQ 3 from 5% increments in skills has changed not only advance due to experience but also advancement from training. The new system cannot claim to be more realistic than the old system, but at least it allows teachers to have more than one student. If the GM feels that skills vary in the speed at which they can be taught and in the cost for which they can be learned, as in RQ 2, he or she can apply a multiplier to the following table.
The new system has an interesting quirk: the automatic gain
(2%) is better than the expected gain from rolling for skill gain
(1 1/2%). This leads to no one (in my campaign, at least) taking
the die roll, which in turn led Keith Ivey, a player in my
campaign, to devise a table outlining the time and cost to get
from anywhere to anywhere else through training.
The system I present below allows students to gain any number of percentiles in a skill, not just an even number, which gives an even greater advantage in flexibility over the old system of 5% increments.
The first column represents skill percentage, the second, time (in weeks), and the third, cost (in pennies). To find the time and cost to train, find the time and cost for the starting percentage and subtract it from the time and cost for the ending percentage.
For example, to go from, say, 5% to 50%, subtract the values for 5% (.08 weeks and .6 p) from the values for 50% (12 weeks and 158.4 p). This yields 11.92 weeks and 157.8 p. (I think teachers will tend to round up to the nearest week, since anything less is a waste of time for them. Rounding yields 12 weeks and 160 p.)
In absolute terms, the second column gives the time to train up from zero to the stated skill percentage, and the third column the cost.
The table does not give costs for skills over 100%, and does not give times to odd percentiles. That portion of the table I did myself, by hand, and I didn't feel the extra work was called for. Teachers will be scarce, and will charge whatever they want. Remember that only non-checkable knowledge skills can be trained over 100%.
TRAINING CHART
% time cost % time cost % time
--- ---- ---- --- ---- ---- --- ----
2 * * 51 12.50 173.3 102 51.00
3 .02 .15 52 13.00 188.4 104 53.04
4 .04 .3 53 13.52 203.9 106 55.12
5 .08 .6 54 14.04 219.6 108 57.24
6 .12 .9 55 14.58 235.7 110 59.4
7 .18 1.35 56 15.12 252.0 112 61.6
8 .24 1.8 57 15.68 268.7 114 63.84
9 .32 2.4 58 16.24 285.6 116 66.12
10 .40 3.0 59 16.82 302.9 118 68.44
11 .50 3.75 60 17.40 320.4 120 70.8
12 .60 4.5 61 18.00 338.3 122 73.2
13 .72 5.4 62 18.60 356.4 124 75.64
14 .84 6.3 63 19.22 374.9 126 78.12
15 .98 7.35 64 19.84 393.6 128 80.64
16 1.12 8.4 65 20.48 412.7 130 83.2
17 1.28 9.6 66 21.12 432.0 132 85.8
18 1.44 10.8 67 21.78 451.7 134 88.44
19 1.62 12.15 68 22.44 471.6 136 93.84
20 1.80 13.5 69 23.12 491.9 138 93.84
21 2.00 15.0 70 23.80 512.4 140 96.6
22 2.20 16.5 71 24.50 533.3 142 99.4
23 2.42 18.15 72 25.20 554.4 144 102.24
24 2.64 19.8 73 25.92 575.9 146 105.12
25 2.88 21.6 74 26.64 597.6 148 108.04
26 3.12 25.2 75 27.38 619.7 150 111.
27 3.38 29.1 76 28.12 664.4 152 114.
28 3.64 33.0 77 28.88 709.7 154 117.04
29 3.92 37.2 78 29.64 755.6 156 120.12
30 4.20 41.4 79 30.42 802.1 158 123.24
31 4.50 45.9 80 31.20 849.2 160 126.4
32 4.80 50.4 81 32.00 896.9 162 129.6
33 5.12 55.2 82 32.80 945.2 164 132.84
34 5.44 60.0 83 33.62 994.1 166 136.12
35 5.78 65.1 84 34.44 1043.6 168 139.44
36 6.12 70.2 85 35.28 1093.7 170 142.8
37 6.48 75.6 86 36.12 1144.4 172 146.2
38 6.84 81.0 87 36.98 1195.7 174 149.62
39 7.22 86.7 88 37.84 1247.6 176 153.12
40 7.60 92.4 89 38.72 1300.1 178 156.64
41 8.00 98.4 90 39.60 1353.2 180 160.2
42 8.40 104.4 91 40.50 1406.9 182 163.8
43 8.82 110.7 92 41.40 1461.2 184 167.44
44 9.24 117.0 93 42.32 1516.1 186 171.12
45 9.68 123.6 94 43.24 1571.6 188 174.84
46 10.12 130.2 95 44.18 1627.7 190 178.6
47 10.58 137.1 96 45.12 1684.4 192 182.4
48 11.04 144.0 97 46.08 1741.7 194 186.24
49 11.52 151.2 98 47.04 1799.6 196 190.12
50 12.00 158.4 99 48.02 1858.1 198 194.04
100 49.00 1917.2 200 198.0
202 202.0
[Ed's note: I created a couple of C programs, one of which creates this table (or at least up to 75%), and another of which calculates the average gain from research based on the character's bonus in that type of skill. I'll probably put them in a supplement at some point]
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