From: MOB
Date: Tue 06 Aug 1991 - 09:56:33 EEST
(A version of this article appeared in TALES OF THE REACHING MOON #4.)
INTORDUCTION In RQ II, Training was very expensive and protracted because, in all but Knowledge-based skills, characters had to succeed in an experience roll before they could train another 5% in a particular skill. In contrast, training in RQ III is extremely cheap and very fast: adventurers are able to train all their skills, including weapons skills, up to 75% in one go. Furthermore, in RQ II training could only be taught by Masters; teachers who had at least a 90% proficiency in the skill they taught. In RQ III however, any one may teach, as long as they have a higher percentage in the skill than their student.
I propose a compromise between the two methods, in which players may still enjoy protracted training sessions (if they have the money), but only to certain skill "thresholds".
TRAINING COSTS The official RQIII economics system is quite frankly stuffed: the huge difference in the price of armor and cult spirit magic is a good example (who'd spend 6750L on a suit of plate armour when you could buy *225* - I'll just write that again - *225* points of spirit magic for the same price! Honest!*) However, it's beyond the scope of this article to examine the economics problem in detail. I'll leave that for someone like Mikhail Gorbachev to sort out. What I suggest for training though, is to increase training expenses by 5, so that it now costs a normal instructor 600L. minimum per week to pay for his living expenses, guild fees, tithes, materials costs and so on. Instructors who have high opinions of themselves, or who are in demand, or who have pressing financial problems (such as paying "Protection" money) may charge higher than this amount, especially if they think that their clients can afford it. I always assume that cults offer half-price training to their members, in the four skills listed under "Initiate Membership: requirements" (see GODS OF GLORANTHA Cults Book). Some cults offer their members free training, usually on the condition they do cult service for an equivalent amount of time.
*Based on the price given for a full suit of plate armour in RQIII Players Book, and the price quoted for cult spirit magic (30 pennies + 15p. per additional point of spell!) in Gods of Glorantha Cults Book, p.18.
MASTERS Masters, teachers who have a 90% or greater proficiency in the skill they teach, enable their students to have a better gain roll and so usually charge more for the privilege.
Whereas the gain roll from a training session with a non-Master is 1d6-2 (or a flat 2% add), students of Masters enjoy a 2d4-2 roll (or flat 3% add).
Only Masters may join their respective Trade-Guilds as full-members; all those with skills below 90% become associate-members or are apprentices. When a character purchases training at a Guild or temple, he can reasonably expect to be instructed by a Master (unless he specifically asks for one of the cheaper associates). Private teachers offer no such guarantee.
SKILL THRESHOLDS Any skill that can be raised by experience (denoted by a box beside the skill on the execrable RQ Adventurer sheets) may also be raised by training or research, but only to certain thresholds. To get beyond these thresholds, each skill must be raised over the threshold by an experience gain roll. Thresholds occur at 25%, 50%, 75% and 100%. Note that some skills cannot be trained beyond 75% anyway.
For Example: When Coriander's Gladius attack percentage is calculated, it comes to 33% (25% base chance+ 08% Manipulation). Lucky Coriander has some spare cash for training, and spends enough to train his Gladius attack up to 50%. However, 50% is a threshold. Before he can further his training, Coriander has to cross this skills threshold by means of an experience gain roll. On an adventure, Coriander uses his weapon successfully and succeeds in an experience gain roll, raising his Gladius attack to 55%. He is now free to return to his instructor for more lessons, and if his cash holds out may continue to train all the way up to the next threshold at 75%. The same applies if Coriander decided to research the skill himself.
POW GAIN I've included a slightly-modified POW gain procedure on the table below, this time a straight return to the RQ II system. In RQ III it's possible to succeed in a POW-gain roll (no mean feat once your up in the high teens!) but, because the die roll for the amount of POW gained is 1d3-1, not gain any POW at all! (true, you can always take the one point add). As all four of the RQ III magic systems require characters to be continuously expending permanent POW for various effects - divine spells, enchantments, creating fetches and familiars etc. - to have such a meagre method of gaining POW to me seems inconsistent, not mention unfair.
IMPROVEMENT SUMMARY Method Die Roll Add Time
EXPERIENCE[1] 2d4 5 One adventure, plus approx. one game week. TRAINING[2]:
-Master (90%+) 2d4-2 3 Hours equal to skill %.
-Non-Master[3] 1d6-2 2 Hours equal to skill %.
RESEARCH[1,2] 1d6-2 1 Hours equal to skill %. CHARACTERISTIC[4] 1d3-1 none Current characteristic x 25 hours. POW GAIN[1] (d100) 01-10...3 points One adventure, plus 11-40...2 points approx. one game week. 41-00...1 point
WEAPON-MASTERS As said above, Masters have a 90% or greater proficiency in a particular skill. Being a Master has certain social and financial advantages: only they can join their respective Guild as a full member, and they charge higher prices for the goods they make or the skills they teach. In many cities, a weapon-master has a further benefit: the right to wear the weapons he has mastered in public.
The advantages this brings is self-evident to any player who has been roughed-up by street toughs in PAVIS or similar city adventures. To become a registered weapons-master then, is good idea once one has the skill. In my campaign, currently based in the back-alleys of Nochet, anyone may attempt to become a registered weapons-master, regardless of skill. The test requires a deposit of 500L and a letter from your cult, employer, liege, etc. lauding your good conduct.
To pass, the candidate fights a mock duel with another weapons-master, and must make 9 successful weapon attack rolls out of 10. A fumble means automatic failure: a critical success roll will counteract one miss. Of course, spells such as Bladesharp can't be used during the test.
If the candidate succeeds, the weapons-master certificate is issued and half the deposit is returned. If he fails, he loses his deposit.
Note that it is not necessary to have 90% skill to attempt the test. All you really need is the letter, 500L and a lot of luck. One character in my campaign whose broadsword attack was still in the low 70's underwent the test and passed, much to the envy of his fellow PCs!
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