Aleron Goblin Squad Member |
Just a thought (and I readily admit to not having thought it through completely yet), but what if players could, instead of just training at various training halls, also teach other players to earn feats and so on? Not sure what form this would take or how it would work exactly, but likely it would also be limited in number they could train in so much time (and of course carry the fee the teaching player charges).
It would grant opportunity in the case of settlements that already have limited training available and encourage player interaction. Potentially it could be limited by requiring a feat itself (likely under aristocrat that shows you have learned to instruct others perhaps).
The issue that immediately crops up to me at least would be that players could access training from settlements they might not generally be able to. Otherwise I do see a lot of potential in the idea and am very curious what others think.
Valandur |
They have something like this in Eve. It's called mentoring, but I really know nothing about it aside from the fact that it requires a player that knows a skill and another that seeks to learn the skill.
Maybe someone familiar with mentoring in Eve can explain how it works. If such a thing can be adopted in PFO it would certainly help address the bottleneck of training centers running out of training slots to a degree.
Tuoweit Goblin Squad Member |
Nihimon Goblin Squad Member |
I would love to see this, but I don't expect to see it in PFO.
To me, the obvious solution to a lot of these kinds of problems is to have Player Characters inhabiting the game world even when the player is offline, doing things like scribing scrolls, restocking their shops with crafted goods, and extensive combat training. I think adding "training other characters" to that list makes perfect sense.
Valandur |
It seems to me that allowing this would directly circumvent the limited number of training slots in the training buildings (which I assume are there for some particular purpose).
If it were enabled without restrictions then yes your right. But if they used the system for specific skills, or levels of skills then perhaps it would be a benefit to players and to settlements eg. The renowned sage Elminister who resides in the settlement Zirago is one of only 3 people who know the skill Scribe scroll level 15. For a substantial fee, or rare resource or item, he will teach that skill to the seeker.
It may be too much of a pain to add, to me however it would provide some neat RP opportunities.
Mbando Goblin Squad Member |
Meadhros Goblin Squad Member |
I like the idea. It might be that if you had a skill level 2 higher than the one you wanted to teach you could teach it to someone else, for a fee or for free if you chose to.
With regard to scarcity of training in settlements, that can be infinitely variable to that could be tweeked to any level GW desires and players can set any price they want so that should not be an issue, that is how markets work.
In order to make the transaction more meningful maybe the mentor and the pupil would have to be present at while the mentor actually used their skill at a high level a number of times? Just a thought.
I imagine this would be something added later on in the development process rather than right on EE. I won't be necessary because everyone can get training from the NPC's and the developers will have other priorities
Being Goblin Squad Member |
Perhaps it should be something the developers will want to consider to have some skills trained differently from others. Some naturally fit in an urban environment. Others... not so much.
Druid skills, as an example, and Rangerly skills might be taught by powerful NPCs in the wild or, perhaps, by older Druids and Rangers if they can be found.
Tracking down a canny old Ranger in his native terrain should be a celebrated accomplishment, after all.
Meadhros Goblin Squad Member |
@ Being
I know you are championing the whole 'druids don't need regular settlements' cause Being but really I don't see any need to limit the player mentoring just to Druids and Rangers. Plenty of things can be and are taught without the need of a centralised settlement.
If you need settlements to teach skills I think it should be for everyone. If any particular group can mentor students their own hut out in the wilds, anyone should be able to do it.
Being Goblin Squad Member |
@ Being
I know you are championing the whole 'druids don't need regular settlements' cause Being but really I don't see any need to limit the player mentoring just to Druids and Rangers. Plenty of things can be and are taught without the need of a centralised settlement.
If you need settlements to teach skills I think it should be for everyone. If any particular group can mentor students their own hut out in the wilds, anyone should be able to do it.
Oh quite so: I wanted to use the clearest examples I could think of is all. How does a guy at the lumber mill teach forestry to young people? How can a miner point out how to find ore?
It seems to me there are quite a few skills possible. But when trying to build a case I try and use examples that have a chance to make my own conclusion hard to escape.
It is up to the developers: Simplicity may rule, believability may rule, or time and money may rule. We will need trainers most: how that is articulated is secondary.
Soldack Keldonson Goblin Squad Member |
Elorebaen Goblin Squad Member |
IronVanguard Goblin Squad Member |
Bluddwolf Goblin Squad Member |
This is by far one of the most interesting "wish list" items I'd love to see in PFO.
It would be a true achievement for GW if PFO could have a system where a player can create a semi unique item, spell or skill and then be the sole source for training that invention or innovation to others.
Obviously this would have to be the result of discovering some rare recipe or spell incantation or skill. Then mastering its use. Then researching how to deconstruct it, to its base components. Then the "Master" can pass this knowledge onto others.
This ability to master something could be limited, to say one or two things per character. They could also take several months to actually achieve.
It would further support GW's belief that the Character is the end game in PFO.
AvenaOats Goblin Squad Member |
Sounds like the Guild systems of yore. It might need artificial limits on how many can teach per 'guild' as an assassination due to a breach of trust/breaking with the guild would not be final in stopping the skills from being monopolised by the guild.
I suppose a circumvention of that problem would be if training halls have a finite number of player teachers per settlement per training hall? Which would be equivalent to the "number of places" limit already mentioned only extended to include actual players in some form? Perhaps sending students out on contracts to complete tailored to learning their skills?
Valandur |
Perhaps it should be something the developers will want to consider to have some skills trained differently from others. Some naturally fit in an urban environment. Others... not so much.
Druid skills, as an example, and Rangerly skills might be taught by powerful NPCs in the wild or, perhaps, by older Druids and Rangers if they can be found.
Tracking down a canny old Ranger in his native terrain should be a celebrated accomplishment, after all.
Ah man that sounds VERY cool! I could also see Monks needing to seek out wandering masters in styles in order to receive training in those skills.
It would certainly be an achievement to have these trainers wander the lands requiring the player seek out rumor of who has seen them, /asking guards at towers, and NPC merchants if they have encountered a certain trainer. Being told that a week ago they passed them on the road and they were heading west toward XX area. S the player would travel that direction and resume asking around, narrowing their location down by triangulating their position.
It just sounds cool. (To me anyway)
Nihimon Goblin Squad Member |
Valandur |
Valandur wrote:I could also see Monks needing to seek out wandering masters in styles in order to receive training in those skills.This strikes me more as a Merit Badge (Feat, Accomplishment, whatever they end up calling it).
Sure, it could be for a badge. The concept is what fascinates me. I just like the idea of there being wandering masters that must be found in order to train, or achieve an objective, goal.
Eirvit |
A search found this thread after this came up in my game. Specifically, a PC or more wants to train another PC in how to get better at both melee and ranged combat. In case anyone's interested in this for their own game, I'm posting my mechanic here. I'd love to hear any feedback, as well!
PC Training PC for Benefits Outside of Usual Class Progression:
Any prospective student must have an Int score of at least 12.
Teachers may instruct students with Int scores lower than 12 as long as the Teacher has Profession (Teacher). Any negative modifiers are added to -1 and then made positive as a multiplier to the time taken to learn the training. The negative modifiers also count as a penalty on the Teacher’s skill check to shorten the training time.
Teachers must have proficiencies one level higher than the student. In the case of training for combat bonuses, teachers must have a combat bonus (proficiencies included but not ability modifiers) at least one higher than the student. The teacher also must have weapon proficiency in the style of combat under instruction.
If the teaching takes place while adventuring, without a specified teaching space and materials, the time for training (in Ultimate Campaign “Retraining”) is doubled. This time might be shortened with a skill roll in Profession (Teacher), DC determined by GM.
The “cost” for the student training outside of usual class progression is three skill points upon attaining the next level. (This accounts for the time and energy the student has put into training outside of the student’s usual class progression.) This penalty can take away the single skill point a PC normally always gets. These points stack, so any leftover points must be subtracted from later skill levels as well.
Nightdrifter Goblin Squad Member |