From: Malcolm Cohen (malcolm@nag.co.uk)
Date: Thu 17 Jun 1993 - 19:14:57 EEST
> A typical week for a would be adventurer holding down a full time job
> in Pavis might be:
>
> 4 days of duties (job)
I hope this is an example, otherwise it is hopelessly oversimplified. Pre
industrial revolution many "jobs" required much less time per week than this;
OTOH there are other jobs which require more. I would leave this up to GM
decision.
> Socializing yields friends and contacts. A character that
> does not spend one day a week socializing will have few
> or no friends or contacts. Most characters will typically
After a while they will likely also be going nuts. People are (speaking
generally) social animals; working during all the non-waking non-sleeping hours
will have more effects than just getting no friends. Having done a "work most
of all available hours" for several months a couple of years ago I can state,
with feeling, that it is not pleasant either to one's state of mind or those one
comes into contact with.
My feeling is that no bribery of the players is needed here; just demand it of
non-hermits (or indeed, of all -- as RQ3 does when it limits the hours per week
available). Any exceptions can be winged by the GM.
> Optional rule: Subtract 1 day of training time required for every 10% of skill
> bonus (to avoid penalizing characters with high skill bonuses).
Due to rounding errors this turns a difference of 1% in skill mod bonus (for
some values) into learning things MUCH more quickly. Personally, I do not have
that much trouble with the hourly regime.
> (Basically, this means that a competent teacher (with high Instruct skill)
> will be able to teach twice as effectively as an incompetent one, but
> eliminates the need to make Instruct rolls, which seems a significant
> simplification).
Sounds good.
--
...........................Malcolm Cohen, NAG Ltd., Oxford, U.K.
(malcolm@nag.co.uk)
0,,
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