Between Adventures: Difference between revisions
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===Moving a Skill Point=== | ===Moving a Skill Point=== | ||
It is possible to move a skill point from one skill to another skill after you have placed the skill point at level-up. We have all made a choice of a skill point that we've later found questionable, and this allows your character to realistically grow and change as time passes, as you get better at some things and lose some proficiency in other things. In general, it is easier to train up skills you have fewer Ranks in than Skills you have invested a large number of Ranks. | |||
The only metric that counts for Re-training rolls is the number of Ranks in the skills being worked on. Class skill bonuses, item bonuses, racial and class bonuses, none of those things have any impact on re-training at all: Re-training only affects the Ranks, and moves those ranks from one skill to another skill. All skills being re-trained must be ones that you already know: Re-training can NEVER grant you a new skill. | |||
The Interval to retrain a Skill is one day. | |||
===Changing a Feat=== | ===Changing a Feat=== |
Revision as of 19:20, 3 July 2016
Epic Path \ Between Adventures
In Epic Path, it is always possible for any character to work on self-improvement. The Wizard can cloister himself in a high tower and study the arcane mysteries. The Druid can meditate at length upon the glory and might of the Nascent Seed. The Fighter can go to the Fighter's Guild and have a training montage of rapid-fire smash-cuts set to 80's rock-metal. There is always stuff to do, ways to make yourself better, and that's just fun.
All re-training and self-improvement is carried out using the Abstract Encounter rules. The Feat, Ability, and/or Skill roll required per Interval is defined in the sections below. All Re-Training and Self-Improvement takes place in an Interval of one day, IE, you can make a skill (or ability) roll once per day, obtain Action Dice based on that roll, roll those Action Dice for pips and bank pips, all once per day. As always, you can only be working on one Abstract Encounter at a given time. If you are in the middle of your hard-rocking montage at the Fight Club and the orcs lay siege to the town, you must choose if you will interrupt your training, or skip the siege.
Things you can Re-Train
Hit Points
It is possible to train up your hit points. This is applicable to all characters, although the more hit points you have to begin with, the longer this takes.
To train up your hit points, you must have an appropriate place to train, be it a peaceful grove, a quiet meditation temple, a shrine, a gymnasium, a patch of howling wilderness, a deep, dark sewer, courts of intrigue, whatever is applicable to your character. Once the Gm adjudicates there is an appropriate location, it requires one day to make any progress. All Characters must roll their class Bailiwick skill (or the one they prefer if they have more than one) and divide the result by five to obtain their Action Dice for each day of training. The target number to increase your hit points is 10 + your current hit points.
Moving a Skill Point
It is possible to move a skill point from one skill to another skill after you have placed the skill point at level-up. We have all made a choice of a skill point that we've later found questionable, and this allows your character to realistically grow and change as time passes, as you get better at some things and lose some proficiency in other things. In general, it is easier to train up skills you have fewer Ranks in than Skills you have invested a large number of Ranks.
The only metric that counts for Re-training rolls is the number of Ranks in the skills being worked on. Class skill bonuses, item bonuses, racial and class bonuses, none of those things have any impact on re-training at all: Re-training only affects the Ranks, and moves those ranks from one skill to another skill. All skills being re-trained must be ones that you already know: Re-training can NEVER grant you a new skill.
The Interval to retrain a Skill is one day.