Delazar
09-13-2014, 12:44 PM
I was considering house ruling the Training action as follows. Feedback is welcome!
Training (Character)
Success: Special
Base Cost: at least 1 GB per Domain Turn (3 Actions)
A character can spend an action honing his skills.
Add a Hit Point: A character can exercise and train to add 1 hp to his score. He cannot exceed the number he would reach with maximum rolls for his class, level, and Constitution bonus. This action required 3 Actions (1 full domain turn). At the end of this period, roll a Constitution check. If you succeed, you may increase your hit points by one.
Learn a Proficiency: A character can study with a mentor, and learn a weapon or non-weapon proficiency. This action requires 12 actions (4 full domain turns) for each slot.
NWP: At the end of this period, roll an Ability check related to the proficiency you’re trying to learn. If you succeed, you learn that proficiency.
Some non-weapon proficiencies do not have a related Ability score (for example, blind-fighting). In this case, just roll an Intelligence check.
Example: Learning a language will require one year (1 slot), read and write will require one year for a Wizard (1 slot), but 2 years for a Warrior (2 slots).
WP: At the end of this period, roll a d20, minus the penalty you normally receive for not being proficient with a weapon. If the result is equal or higher than your THAC0, you learn that weapon.
Example: Garth is a level 5 fighter (THAC0 16), and tries to learn to use a glaive. He rolls a 16, modified by -2, for a total of 14. He has failed, and will need another year of study.
Self-improvement: A character can try to raise one of his Ability scores. This action requires 24 Actions (8 full domain turns). At the end of this period, roll 3d6. If the result is higher than your current score, that score increases by one.
Training (Character)
Success: Special
Base Cost: at least 1 GB per Domain Turn (3 Actions)
A character can spend an action honing his skills.
Add a Hit Point: A character can exercise and train to add 1 hp to his score. He cannot exceed the number he would reach with maximum rolls for his class, level, and Constitution bonus. This action required 3 Actions (1 full domain turn). At the end of this period, roll a Constitution check. If you succeed, you may increase your hit points by one.
Learn a Proficiency: A character can study with a mentor, and learn a weapon or non-weapon proficiency. This action requires 12 actions (4 full domain turns) for each slot.
NWP: At the end of this period, roll an Ability check related to the proficiency you’re trying to learn. If you succeed, you learn that proficiency.
Some non-weapon proficiencies do not have a related Ability score (for example, blind-fighting). In this case, just roll an Intelligence check.
Example: Learning a language will require one year (1 slot), read and write will require one year for a Wizard (1 slot), but 2 years for a Warrior (2 slots).
WP: At the end of this period, roll a d20, minus the penalty you normally receive for not being proficient with a weapon. If the result is equal or higher than your THAC0, you learn that weapon.
Example: Garth is a level 5 fighter (THAC0 16), and tries to learn to use a glaive. He rolls a 16, modified by -2, for a total of 14. He has failed, and will need another year of study.
Self-improvement: A character can try to raise one of his Ability scores. This action requires 24 Actions (8 full domain turns). At the end of this period, roll 3d6. If the result is higher than your current score, that score increases by one.