I am not opposed to the idea of getting some basics in a skill from party members. We do spend a lot of time in each other's company. But I'd be hesistant about allowing to train up without restriction, for much the same reasons as Landolf has pointed out. If we want skills, we can switch career or find trainers.
Honestly? It depends on the skill/talent.
Can you easily teach someone “endurance” or “cool?” No. Can you teach someone “Dark vision” or “attractive”? No. So having a party member teach it makes no sense.
Can you teach someone “heal”? Yes. But like before, make us pay more for it. Can you teach someone to read and write? Yes. But make it cost more because you don’t have a professional teacher.
Aubster wrote:Darkest Doomed wrote:Absent any objection, let's go with that then. Should we say that we haven't yet formalized it in-game?Don't forget that the Morr Priest wrote the group a letter that you can use to call on aid from their temples.
Is 'Company of the Black Rose' something that would be automatically associated with the faith of Morr by people that weren't otherwise familiar with our party's story?
I don't think that we're intending to relate our party strongly to Morr by choosing the name. Unintended consequences can be fun of course, but if it was obvious that everyone would say 'oh they are knights of Morr' then our party would be aware of it as well.
Black Rose would definitely associate the group to Morr in people's minds. It'd be like saying you're the Order of Hammer and people pegging you as Sigmarites, or the Order of the Wolf and being pegged at Ulric worshippers.
I'm exploring the possibility of other careers than a soldier.
Yes, that's a shock.
Shock and awe, that's what we do in the Army. Sign here.
Maybe we should keep the rule for training talents downtime, with having a tutor giving a slight advantage to the roll?
I didn't carefully consider the implications of party member training each other. Thanks for the feedback. I think from a role-playing point of view there should be something but nothing like a full trainer. So, I think Adelaida's suggestion of a + something to a roll makes the most sense and that the amount of the + something depends on how much time and money you'd spend doing it.
For example, Valghaz can help Adelaida to learn to read and write but without buying reading/writing primer books it'd be a very small bonus. But spend money buying the right supplies (like a writing kit for 2 gold coins) would grant a much larger bonus. Something like +1 if you don't spend anything to maybe +10 if you spring for a writing kit.
Overall, just like everything else in Warhammer, to get a benefit costs you and the more you're willing to pay in some way the bigger the benefit.
The amount of time you spend on a task should also have a small impact. That time would strictly be based on how much time the characters describe doing the activity. For example, Valghaz and Adelaida say they spend 2 hours every night working on the reading/writing skill. That'd give you a small bonus but there's a penalty to be paid, like being fatigued after a few days of doing it or having to ask other characters to stand watch while the tutoring is happening which could make the other characters fatigued.
What do you guys think of hitching our wagon to the Church of Morr, then, everyone? I'm not so sure about it myself and we'd have to get their permission. We could do a lot worse though. Our experience with the Cult of Morr has been positive so far.
It could be problematic...but it is a cool name. And it does match. Perhaps “Company of the Black Thorn.” It keeps to the roses that we wear, is still slightly Morr-ish, but it carries less of a religious connotation.
Mechanics reminder since I was looking at it yesterday:
Fortune's effects aren't just to rerolls, although that is probably the most potent one. The full list is:
• Reroll a failed Test.
• Add +1 SL to a Test after it is rolled.
• At the start of the Round, choose when to act in that Round disregarding Initiative order.
Adding +1 SL is interesting. In many cases, getting another SL is just winning more in a way that might not matter much. In other cases (spellcasting comes easily to mind) it could be a known quantity that allows a spell to target another opponent or to reach its casting number when it wouldn't otherwise. Small, but potentially very powerful.
And now that I'm writing this out, I realize that Landolf could make use of it right now.
That last one could interact weirdly with people using Fast weapons, or maybe it just gives you that part of the Fast trait for the turn? Anyway...especially if your initiative is low, going twice in a row could make for a devastating turn or save your life if you can't take another hit.