Re: Teaching - worth exapnding upon?
I suppose the easiest way for you to handle this, if you are so inclined, is to create a spreadsheet that calculates the downtime, with whatever modifiers you wish. I wouldn't advocate a wholesale change of the rules, and here's why:
It would be difficult to fairly decide on a player's behalf whether his character is "interested in a subject" for the purposes of deriving a learning modifier. It could be tedious to roleplay "looking for a teacher who's excited about his subject" for the eight or ten skills the player wants to improve. For a single Advantage or skill, sure, I can see how that can be a story hook; you have to find the mystical guru on the mountaintop who can teach some cinematic technique. But every single time you want to train? Boo-oring. Better to have a single, default value that you use for all teachers, and if necessary, give circumstance bonuses.
All the number-crunching represents "down time" for the characters, at the cost of "up time" for the players. A rough estimate is surely sufficient, is it not?
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