03-02-2021, 08:19 PM | #1 |
Join Date: Apr 2020
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Alternate study hours
The study rules as written are a flat 200/cp which means that skills very quickly go to 800 hours per skill level. There are some alternates in Social Engineering 2, but they just play around with how many hours you get, not how many it take to raise a skill, so why not look at that?
Just to clarify I would not use this in a Super, Cinematic or High Power game. The standard rules are just fine for those. What would happen in a game where the only way to raise skills (or anything, really) was through study hours and it took 50 hours times the total you are going for? Example: you have 2 cp in a skill, so to raise that to 3 would require (50 X 3) = 150 hours of study. The overall hours per point even out to standard at 7cp (1400 hour total) and from there it increases. The standard 200 hour per would be used for anything but skills and assume fairly generous study time allowed. So, my questions - What effect would this have on the game? - If you were to add experience cp to the game, how many hours would each point be worth? There is a option in SE 2 for each point to be worth half a level but that might be too much, or too little, I'm unsure. Thoughts? - Shane |
03-02-2021, 08:43 PM | #2 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Alternate study hours
What's the point? Why does 200 hours per character point seem quick? What problem are you trying to solve?
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03-02-2021, 08:53 PM | #3 |
Join Date: Dec 2013
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Re: Alternate study hours
Some thoughts off the top of my head:
1) Training CP can no longer be calculated as a fairly simple lump sum. 2) It is much easier to be "sufficiently skilled" in a broad range of skills, than to be highly-skilled in a few skills. 3) Long-lived races might tend to be intense generalists; with very high to moderate skill in a broad range of areas. 3a) A member of a long-lived race who does specialize, is still terrifying, but not quite so "defeat incarnate". 4) Shorter-lived races might find it more profitable to specialize, as they, comparatively, don't have that long to pick up skills.
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
03-02-2021, 08:58 PM | #4 | |
Join Date: Apr 2020
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Re: Alternate study hours
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- Shane |
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03-02-2021, 09:56 PM | #5 | |
Join Date: Dec 2013
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Re: Alternate study hours
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That being said, CP are not linear, so this idea breaks current CP costs.
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
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03-02-2021, 11:14 PM | #6 | ||
Join Date: Apr 2020
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Re: Alternate study hours
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2) True, and good from my perspective. Allows characters to become competent without overwhelming the specialists. 3) Interesting.... I'd have thought that the long lived races would be where you'd get the hyper competence... 3a) I'd expect this. 4) Hadn't considered shorter lived races. True experts might be harder to come by, or it might be all they do. Have to think on that - although there aren't many races like this. Thanks! Lots to think about. - Shane |
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03-03-2021, 12:02 AM | #7 | |
Join Date: Dec 2013
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Re: Alternate study hours
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4) The thing is, a human probably (almost certainly) isn't going to beat said swordself at swords... but if they specialize in spears, they'll probably have a decent chance.
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
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03-03-2021, 12:25 AM | #8 | |
Join Date: Apr 2020
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Re: Alternate study hours
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Speaking of which - what do you consider high skill/low skill in terms of CP? Where would you put the break point? - Shane |
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03-03-2021, 12:41 AM | #9 | |
Join Date: Dec 2013
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Re: Alternate study hours
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I would say the "definite tipping point" of "high skill" is at 19-, because that's when you can attack the eye with a 50% chance of an accurate attack. You could argue earlier skill levels, and you could definitely argue later, but I think it's hard to argue against "50% chance to stab them in the eye if they don't defend."
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
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