Ok, I have done this for the ranger...8 skill feats within the ranger skill
group
1 Determine true north accurately to... Wf:1
2 Determine distance traveled to... Wf:1
3 Find shortest route to a location..Wf:1
4 Detect an ambush or a trap.. Wf:2
5 Tracking.. Wf:3
6 Identify Products.. Wf:2
7 Cure Disease, Fever, of skin irritations..Wf:2
8 May cure lost Endurace points up to.. Wf:2
Wf=weighting factor.
So , divide xp needed per rank of ranger by the total sum of Wf (ie
14 in this case), add an arbitrary 50% on top because its expensive learning
things seperately, to get the XPM.
To get rank 0 in ranger skill feat costs therefore XPM times Wf.
XPM for rank 0 ranger is (600/14)add 50% or equal to 64xp.
numbers are rounded to integers.
Therefore rank 0 find true north costs 64xp (64 x 1) , detect ambush rank 0
costs 129xp (64 x 2), Tracking rank 0 costs 193xp (64 x 3).
To show that being an expert in some of the skill feats within a skill group
assists in learning other skill feats within the skill group...whenever you
raise a rank in a skill feat, for every skill feat within the skill group
you already have at the rank you wish to achieve, or higher, subtract 5% off
the cost to a maximum of 5% x (the number of skill feats within the group)/2
and add+1.!! (So for a ranger with 8 skill feats having 5 at the higher
rank is the biggest benefit you can get!) still here??
Basically this means for example That if you have rank 3 in true north and
rank 3 in detect ambush, it only costs 0.85*354 xp to attain rank 3 in
identify common and uncommon products.
Using this formulae, even if someone rules lawyers there way by saying ok
i'll learn cheap skill feats within the skill group first because it will
make the more expensive ones cheaper it is still at least 30% more expensive
in total, to a maximum of 50%, to learn all the skill feats within a skill
group seperately.
Ok that all probably makes no sense but looks easier on the spreadsheet
which I will upload.
havent thought about time costs and silver pennies costs
Back to the original question on tracking....
It costs 193xp R:0, 80xp R:1, 257 R:2, 530 R:3, and so on
Need lie down
JohnD
-----Original Message-----
From: Davis, John R [mailto:
jrda@bgs.ac.uk]
Sent: 18 September 2003 14:26
To: '
dqn-list@yahoogroups.com'
Subject: [DQN-list] Breaking Down Skill Groups (was: Complementing
Skills)
I guess with modern spreadsheets it shouldnt be too difficult to break down
almost any DQ 'skill group' (I.e Thief, ranger, Alchemist) into individual
'skill feats'(tracking, climbing,create antidote, raise willpower). I guess
all you need to do is:
Divide the number of 'skill feats' by the total xp per rank
Multiply by a 'weighting factor' (As I assume an assassins +1 damage per
rank from a rare attack is maybe more valuable than his +2%per rank to
stealth).
Throw in another multiplier to reflect cumulative knowledge gained in other
'skill feats' within the 'skill group' (on the assumption that the fact
someone with good ranks for enchanced frontal crit, torture skill is going
to more easily pick up rear attack bonus)and you end up with a really messy
spreadsheet and maybe this is too much hard work.
Hmm
may look at one 'skill group' and have a go
JohnD
-----Original Message-----
From: John M. Kahane [mailto:
jkahane@comnet.ca]
Sent: 18 September 2003 13:26
To:
dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Complementing Skills
Hullo, Stephen,
On Thu, 18 Sep 2003 10:07:44 +1000, Stephen Lister wrote:
>> >He can take both, but he only gets to use one or the other for
>> >any check (probably whichever is the highest at the time.)
>>
>> I can't honestly say that my players will like that option, since
>> it seems to be somewhat futile in terms of what it gives you for how
>> much you pay for it. Of course, the whole idea for these is to
>> supplement the sub-skills that are already covered in the book under
>> the main skills and all. If anyone has other ideas on this subject,
>> I'm all ears.
>
>The idea (as I see it) is that the minor Tracking skill should always be
>for the character that doesn't want to go whole hog and learn to be a
>Ranger.
I agree with that assessment, although there are always going to
be the players who want to pick it up to be better at it then they
already are. After all, what happens in the case of a (player)
character who learned the tracking skill from his father when he was a
little boy, but only became a Ranger upon reaching adulthood? I was
hoping that the minor skill business would satisfy for this
possibility.
>My experience in the Real World (tm) is that you can learn
>an entire discipline for (Amount X) or a small part of that
>discipline for 75% of (Amount X). The ostensible reason is
>that all of the skills you are learning as part of the full discipline
>are intertwined, so the basics are the same, and each of the
>skills is just a tweak of those. To learn a single skill still requires
>that you learn all of the basics, so you pay for that (in time,
>money, experience - whatever the appropriate coin is.)
This makes sense to me, and I can see implementing this rule
within the context of the material on Minor Skills.
.....An inch of gold cannot purchase an inch of time. (Chinese Proverb)
JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
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