Re: Abolishing Teacher/Scholar
Posted: Tue Feb 23, 2016 9:34 pm
I have an off the wall approach to this concept of teaching so bear with me for a moment as I try to explain...
Instead of there being feats, stat reqs, or even a command it would be interesting if the mechanic was designed that learning something was adjusted if you grouped with someone of Adept or higher skill level. Essentially Besky, a master of certain combat skills, would make practicing at the Swordspoint hall for Aishe, a new fighter, a bit easier.
This sort of piggy backs off Yemin's group assist concept from another thread, but would need one additional change which is likely where it'll fall into that category of too difficult to implement right now -- Killmode: Teacher
It opperates like nofight in that the character doesn't engage with the target(s), but where it differs is that it provides a skill bonus to the other party member of the same class in the group while in effect. The example would be:
Besky -- Master of Shieldwork
Aishe -- Inept at shieldwork
Besky -> killmode teacher
killmode set.
Aishe engages the mithral golem.
Aishe receives advice from Besky in 'shieldwork'.
Aishe receives advice from Besky in 'shieldwork'.
Aishe improves slightly in 'shieldwork'.
Aishe has learned all she can about 'shieldwork' at this point.
My idea is founded on the learn while doing concept of martial and culinary arts (two things I know quite well), see it done then go do it a bunch of times while the teacher watches and guides you if you need help. In my view, this would make more RP sense then just a coded "teach [skill/spellname] /charactername/" that stalls you in a room for long periods of time. It also provides high level characters a better reason to group with and RP with low level characters for adventuring purposes, without power leveling them (which I think is already code killed thanks to exp gain rules).
The amount one can learn from another would be based on skill and/or time. Perhaps two skill ranks (not named levels) can be gained per 24 rl hours with sufficient RP and practice time?
Instead of there being feats, stat reqs, or even a command it would be interesting if the mechanic was designed that learning something was adjusted if you grouped with someone of Adept or higher skill level. Essentially Besky, a master of certain combat skills, would make practicing at the Swordspoint hall for Aishe, a new fighter, a bit easier.
This sort of piggy backs off Yemin's group assist concept from another thread, but would need one additional change which is likely where it'll fall into that category of too difficult to implement right now -- Killmode: Teacher
It opperates like nofight in that the character doesn't engage with the target(s), but where it differs is that it provides a skill bonus to the other party member of the same class in the group while in effect. The example would be:
Besky -- Master of Shieldwork
Aishe -- Inept at shieldwork
Besky -> killmode teacher
killmode set.
Aishe engages the mithral golem.
Aishe receives advice from Besky in 'shieldwork'.
Aishe receives advice from Besky in 'shieldwork'.
Aishe improves slightly in 'shieldwork'.
Aishe has learned all she can about 'shieldwork' at this point.
My idea is founded on the learn while doing concept of martial and culinary arts (two things I know quite well), see it done then go do it a bunch of times while the teacher watches and guides you if you need help. In my view, this would make more RP sense then just a coded "teach [skill/spellname] /charactername/" that stalls you in a room for long periods of time. It also provides high level characters a better reason to group with and RP with low level characters for adventuring purposes, without power leveling them (which I think is already code killed thanks to exp gain rules).
The amount one can learn from another would be based on skill and/or time. Perhaps two skill ranks (not named levels) can be gained per 24 rl hours with sufficient RP and practice time?