IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Learning Times
Thanee
post Mar 4 2006, 11:21 PM
Post #1


jacked in
**********

Group: Admin
Posts: 9,533
Joined: 26-February 02
Member No.: 463



We couldn't find it... does the rulebook cover learning times (i.e. how long it takes to raise an attribute or skill with karma) in any way?

Instruction does mention, that it grants a bonus on the test to learn the skill... what test exactly?

Bye
Thanee
Go to the top of the page
 
+Quote Post
neko128
post Mar 4 2006, 11:38 PM
Post #2


Moving Target
**

Group: Members
Posts: 327
Joined: 28-January 06
Member No.: 8,209



On pages 263-264, it mentions that attributes and skills are raised "during down-time", and not during an adventure. It suggests that they should only be able to raise one skill, unless the down-time is more than a month; but other than that, it really doesn't get very specific.

For my own part, I'd say 1-3 weeks is a good ballpark.

As for the "bonus on the test" clause, for example, learning a new spell requires an extended Intuition + Spellcasting (5, 1 day) test (page 172), and learning a new complex form or improving an existing one requires an extended Intuition + Resonance (5, 1 day) test (page 233). The same isn't listed as being required for skills; however, it would be easy to house-rule this to say that learning a new skill (and, optionally, improving it) requires an extended Intuition + Linked Attribute (5, 1 day) test to perform (which, incidentally, would also take care of the "how long does it take" problem).
Go to the top of the page
 
+Quote Post
Dv84good
post Mar 5 2006, 02:02 AM
Post #3


Target
*

Group: Members
Posts: 97
Joined: 30-January 06
Member No.: 8,213



It seems the time to improve a skill should increase as the skill level increases. So Intuition + Linked Attribute (1+skill level raised, 1 day), raising pistols 4 to 5 equals (6, 1 day)
Go to the top of the page
 
+Quote Post
Eryk the Red
post Mar 5 2006, 06:53 PM
Post #4


Moving Target
**

Group: Members
Posts: 633
Joined: 23-February 06
Member No.: 8,301



I've played quite a lot of White Wolf RPGs, like Vampire and Exalted, and they always had these formulas for training times when increasing anything. They were a huge pain in the ass and just not very fun. I, personally, embrace rules that don't have all that. I like the "raise one thing at a time" rule. It's nice and simple and keeps things under control. Of course, you might prefer other limits, like if a character keeps raising the same characteristic one session after another. Training times are a funny thing. They seem like a good thing to have. They help with realism and creating game balance and all that. But they can also be a big pain in the butt.
Go to the top of the page
 
+Quote Post
Brahm
post Mar 5 2006, 06:54 PM
Post #5


Shooting Target
****

Group: Members
Posts: 1,635
Joined: 27-November 05
Member No.: 8,006



QUOTE (Eryk the Red @ Mar 5 2006, 01:53 PM)
I've played quite a lot of White Wolf RPGs, like Vampire and Exalted, and they always had these formulas for training times when increasing anything. They were a huge pain in the ass and just not very fun. I, personally, embrace rules that don't have all that. I like the "raise one thing at a time" rule. It's nice and simple and keeps things under control. Of course, you might prefer other limits, like if a character keeps raising the same characteristic one session after another. Training times are a funny thing. They seem like a good thing to have. They help with realism and creating game balance and all that. But they can also be a big pain in the butt.

Telling Realism to bite the trouser cobra on this subject is my vote too. I went down that road too a couple times and in my experience I find it quickly becomes an excersize in mucking about with things that tangental at most to the game being played.
Go to the top of the page
 
+Quote Post
Thanee
post Mar 5 2006, 07:41 PM
Post #6


jacked in
**********

Group: Admin
Posts: 9,533
Joined: 26-February 02
Member No.: 463



Yeah, that's probably right.

I was just wondering, since there didn't seem to be any rules about it, yet they were referenced under the Instruction skill guidelines. :)

Bye
Thanee
Go to the top of the page
 
+Quote Post
Rotbart van Dain...
post Mar 5 2006, 09:11 PM
Post #7


Hoppelhäschen 5000
*********

Group: Members
Posts: 5,807
Joined: 3-January 04
Member No.: 5,951



Instruction is strange anyway, as they still require two hits per additional die.
Go to the top of the page
 
+Quote Post
Thanee
post Mar 5 2006, 10:23 PM
Post #8


jacked in
**********

Group: Admin
Posts: 9,533
Joined: 26-February 02
Member No.: 463



Yep, that seems a bit harsh. One die per hit would probably be reasonable.

Bye
Thanee
Go to the top of the page
 
+Quote Post
KB12
post Mar 5 2006, 11:13 PM
Post #9


Target
*

Group: Members
Posts: 20
Joined: 26-February 02
Member No.: 1,986



QUOTE (Dv84good)
It seems the time to improve a skill should increase as the skill level increases. So Intuition + Linked Attribute (1+skill level raised, 1 day),  raising pistols 4 to 5 equals (6, 1 day)


To go from being excellent at shooting a pistol to world class in probably less than 6 days is pretty quick. Maybe it should be linked to the karma cost to raise or the time period should be greater, like one week. The threshold should be pretty high considering that they will probably be getting multiple hits each time they make a test, even if they doesn't have an instructor.

It may also make more sense to have this be an exponential or quadratic process instead of linear.
Go to the top of the page
 
+Quote Post
Zen Shooter01
post Mar 6 2006, 12:55 AM
Post #10


Moving Target
**

Group: Members
Posts: 932
Joined: 26-February 02
From: Orlando, Florida
Member No.: 1,042



I agree with Eryk the Red and others that training time is a big waste of time. Ruling that it takes x number of hours or days to raise a skill just creates a lot of totally unfun bookkeeping, and the inevitable PC who says, "I don't go on the run, I stay home and practice my Gymnastics."

I personally keep a rein on how much karma I give out, and only let the PCs raise any particular thing 1 point per session. It works very well for me.
Go to the top of the page
 
+Quote Post
Shrike30
post Mar 6 2006, 08:57 PM
Post #11


Runner
******

Group: Members
Posts: 2,556
Joined: 26-February 02
From: Seattle
Member No.: 98



I'm at work, book's at home, but IIRC...

The "one at a time" thing is for learning a NEW skill. You can spend karma to raise skills you already have, or attributes, at any time.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 29th June 2025 - 06:08 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.