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Re: Abolishing Teacher/Scholar

Posted: Tue Feb 23, 2016 9:34 pm
by Beskytter
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?

Re: Abolishing Teacher/Scholar

Posted: Wed Feb 24, 2016 5:09 pm
by Yemin
I can get behind going out and doing rather than sitting and talking though that format helps warriors moreso than spellcasters. Grinding a passive skill being far easier than memorizing a lot of the same spells to throw over and over.

Its a little weird to realize that you can learn a spell without ever actually throwing it though this is probably more to do with the lack of details on how magic works in general than anything else.

I'm looking at you, 3.5 wizard automatic 2 spells learnt every level with vague promises of how you learnt hideous laughter without ever knowing anything about baking to recognize a tart from a crumble.

http://www.d20srd.org/srd/spells/hideousLaughter.htm

Re: Abolishing Teacher/Scholar

Posted: Wed Feb 24, 2016 5:57 pm
by hasryn
But it'd make sense. You ever read the spellfire trilogy? He taught the one wizard in there orb of fire and had him cast it over and over at the lake by Elminsters tower until he was perfect at it. (he being Elminster himself) I like this format. You could make Charisma level matter how well you can teach. below 10 being you can't do it at all. While 10 being like a super low chance but the higher you get the bigger that chance grows exponentially while the main stats for those skills would dictate how well you can teach. BEcause lets be real. things that require repeated use ie 2nd 3rd..etc or dodge or how to swing a sword it becomes muscle memory. While working spells and the like are ingraind in your mind as well as your own muscle memory for the visual components.

Re: Abolishing Teacher/Scholar

Posted: Thu Feb 25, 2016 1:20 am
by Llanthyr
[quote="hasryn"]You could make Charisma level matter how well you can teach. below 10 being you can't do it at all. While 10 being like a super low chance but the higher you get the bigger that chance grows exponentially while the main stats for those skills would dictate how well you can teach./quote]

I do think this is an interesting idea, having charisma give a modifier on the chance of successful "teach". A failure in this case would drain experience regardless, to prevent "spam till successful teach". I am advocating this in favour of the current system (or some sort of compromise), not to pile this on top of the current system as I feel it is already extremely limiting in the current iteration.

Re: Abolishing Teacher/Scholar

Posted: Thu Feb 25, 2016 1:43 am
by Beskytter
Yemin wrote:I can get behind going out and doing rather than sitting and talking though that format helps warriors moreso than spellcasters. Grinding a passive skill being far easier than memorizing a lot of the same spells to throw over and over.

Its a little weird to realize that you can learn a spell without ever actually throwing it though this is probably more to do with the lack of details on how magic works in general than anything else.
Actually, it honestly was on my mind that this would work better for a wizard class than the other suggestions when I wrote it out. Think about it in this way using wizard/spellcaster stereotypes as examples:

Mers invites Athyros to join his group.
Athyros accepts the invitation and joins Mers' group.

Mers -> Killmode: Teach
Mers scratches as his eyepatch for a moment before explaining the finer points of casting polymorph to Athyros. [insert Mers typical explanation of magical spell known as polymorph]
Athyros begins to chant.
Athyros stops chanting.
Athyros receives help understanding Polymorph.

>> Repeat chant/stop method while RPing Mers' explanation coupled with chanting demos.

Athyros begins to chant.
Athyros casts 'polymorph'.
You see a bright silver sworled black panther.
Athyros has improved at polymorph.

and so on. My idea is that, as long as the skill is attempted there's a chance that the teacher can aid in understanding. So yes, on the surface it looks like a physical go slay the dummy learn to fight system... but it actually provides RP opportunity and depth of RP to magical folk as well.

I'm okay with the concept that stats might assist, but I'm against the concept that they're the end all. FK is a skill focused game with a skill basically in everything... even talking... so I'd prefer to keep the assistance based on skill levels. Now, it might be something that you have to be smart enough to understand the concept of teaching but even then I myself might argue me in that there have been plenty of idiots who've taught me something.

Re: Abolishing Teacher/Scholar

Posted: Thu Feb 25, 2016 2:15 am
by Yemin
It satisfies everything I think should be involved in the teaching process so you've got my vote.

I was only initially worried that the number of tries involved might've meant an extreme difference in the time spent to learn a spell over a weaponskill. While logically it would take longer in terms of study I wasn't prepared for anything that the ratio would mean a 2 day fighter skill to 20 day spell, but a 2 to 3 wouldn't be too bad and quite enjoyable.

As for the charisma, I would like to see it possible with even 8 charisma, but perhaps the effort would take the minus 1 involved into account as well.