KEITH IVEY'S RQ TRAINING CHART

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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