Pricing improved Job Rolls (without increasing skills)?
Greetings, all!
What would be the reasonable improvement per point spent on a hypothetical Improved Job Training? I'm thinking specifically of improvements that provide a benefit under routine, on-the-job circumstances subsumed into Job Rolls, but aren't good enough to affect rolls under other circumstances, let alone under outright adventurous conditions. On one hand, there's Hyperspecialisation, which provides +5 to a narrow area, and surely most people with Hyperspecialisation would be working in such narrow niches. On the other, there's Efficient, which allows working at no penalty in 80% of the normal amount of time required (thus essentially providing free time equal to 1/5th of the normal workhours), and is very useful under all sorts of circumstances. On the third hand, +1 to Mixing Cocktails seems to be very narrow, and doesn't even fully cover a bartender's role (though it does seem to be handy for them). So, how much is too much, and how little is too little? For Job Rolls Only, that is. Thanks in advance! |
Re: Pricing improved Job Rolls (without increasing skills)?
I'd be inclined to call this a leveled perk associated with a specific skill. I'd probably also put a fairly low cap on it (say, no more than +3); if you want to be better at your job, increase your skills.
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Re: Pricing improved Job Rolls (without increasing skills)?
Perk: work handbook bond
Reputation: good employee Contact: Related Field Person Ally: Boss Ally: Boss's Boss |
Re: Pricing improved Job Rolls (without increasing skills)?
well, traditionally improving one aspect of a skill without improving the rest of a skill is called the technique.
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Re: Pricing improved Job Rolls (without increasing skills)?
A leveled perk that gives +1 per level is functionally the same as an Average technique that defaults to full skill and can be raised above skill. Either would be fine, and amount to more reliably earning income with a skill by raising it at 1/4 cost. Such a trait would be utterly meaningless to most adventurers, and given that Independent Income also costs 1 point/level and "just works," I don't see it being especially easy to abuse.
However, while it might represent specific facility at the tasks mentioned in the skill write-up that are most central to the job, I would not try to explain the bonus in such terms. I'd leave it as a meta-game abstraction for "good at divining all the little touches that workplaces deem worthy of reward": rapport with coworkers, skill at handling bosses, aptitude for clock-watching, glued-on happy face, and knowing exactly what lines each company likes filled out on TPS reports. |
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The most apt comparison is to Independent Income. There, we're looking at 1 point for +1 to a freelance job roll giving you +1 to margin of success and +10% to monthly income, while 1 point for Independent Income 1 adds +1% of starting wealth to monthly income. Thus, this putative perk is better unless (starting wealth)/100 > (monthly income)/10, which never actually happens unless you have a rotten job: TL, SW/100, MI/10 0, $2.50, $62.50 1, $5.00, $65.00 2, $7.50, $67.50 3, $10.00, $70.00 4, $20.00, $80.00 5, $50.00, $110.00 6, $100.00, $160.00 7, $150.00, $210.00 8, $200.00, $260.00 9, $300.00, $360.00 10, $500.00, $560.00 11, $750.00, $810.00 12, $1,000, $1,060.00 Wealth multiplies both figures, so it's a red herring. Plus, the perk gives you better odds of promotion, etc. All told, the perk is better if you plan to work in the first place. |
Re: Pricing improved Job Rolls (without increasing skills)?
My attention to Efficient was because you can get paid 100% of the salary by investing 80% of the time. IOW, assuming a pay-by-amount-of-work-done freelancer work, you perform 50 effective man-hours in 40 chronological hours, which is a +25% improvement in the amount of work done (and money earned, assuming a job where these map 1:1).
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Re: Pricing improved Job Rolls (without increasing skills)?
Efficient definitely has no effect at all on jobs! It's very specifically a tool for tasks, not for rolls that abstract many tasks. Jobs involve large numbers of time factors that are wholly independent of worker skill, notably wait times for clients, processes, work-related shopping and sales, etc. It isn't as if, say, a freelance jeweler with Efficient (Jeweler) can make buying gems and metal, setting adhesives, traveling to the bazaar, and selling the final product go any faster. There are vanishingly few jobs where one time-dependent skill defines the whole of what goes on. The fact that the job roll is against a specific skill isn't meant to suggest that's the only skill that matters . . . most jobs are defined by templates with many skills, and the job roll just uses the iconic skill for meta-game simplicity. At best, a kind GM might say "Efficient helps about 10% of what you do, so go ahead and add 2% to monthly income."
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