Dec 5, 2016 6:06 pm
Going to whip something up on the fly here:
Now that you have a band of merry - ahem - people, it may be that you want to enhance and train some of your folks beyond their current abilities. I think this is a wonderful RP opportunity and something that could be fun. To that end, here's the system I propose:
1) Loyalty/Trust System (10 point scale) - In order to begin training an NPC in the ways of the (class level) world, they have to have a pretty high degree of trust in your character(s). For my own sanity, and time, I'm going to say that the Loyalty/Trust that they have is towards the PCs as a whole. Individuals can positively or negatively influence that decision, but their trust is in the collective. Given that, all NPCs will start, initially, at 0 Loyalty/Trust to the party. Doing things like helping them succeed, helping them live, standing up for them, including them in decisions, etc will increase their level with you. Currently I'm thinking that the amount gained will be 1d2+X points. If it is a particularly harrowing situation, you may add an extra point above and beyond the roll (which I will determine and add and such).
1-3 Points - Somewhat distrustful of the party still, they will help as much as it doesn't directly jeopardize their lives.
4-6 Points - Trusting of the party, willing to put themselves in some danger only at the request of the party.
7-9 Points - Very trusting, willing to volunteer to take on risky behavior for the party's sake.
10 Points - Effectively part of the party. Willingly goes along with any harebrained scheme you have.
2) Training System - Once an NPC hits 5 Points in the Loyalty/Trust scale, they are willing to (and able to) benefit from your instruction. At that time, they can be tutored in one of the classes present in the party. They become a Trainee [Class]. They gain a small subset of the proficiencies of the class and one ability of my choosing (depending on the class). Additionally, they gain +2 to one of their core attributes (whichever is the 'primary' attribute for their trainee class, such as Dex for Rogues, Int for Wizards, etc).
Once you hit level 5 in your class, you are able to elevate them (provided they've trained with you consistently to that point) to Level 1 of their trainee class. The can only ever gain a level if they train with you for 5 levels of your class (so if you train an NPC all the way to your 10th level, they can become a 2nd level). They gain none of the starting gear for becoming a level 1 player class, but do get all of the proficiencies and abilities.
If at any point, they fall below 5 Points in the Loyalty/Trust scale, they will no longer train with you. They retain all learning so far, but lose any progression towards the next level of skill.
Now that you have a band of merry - ahem - people, it may be that you want to enhance and train some of your folks beyond their current abilities. I think this is a wonderful RP opportunity and something that could be fun. To that end, here's the system I propose:
1) Loyalty/Trust System (10 point scale) - In order to begin training an NPC in the ways of the (class level) world, they have to have a pretty high degree of trust in your character(s). For my own sanity, and time, I'm going to say that the Loyalty/Trust that they have is towards the PCs as a whole. Individuals can positively or negatively influence that decision, but their trust is in the collective. Given that, all NPCs will start, initially, at 0 Loyalty/Trust to the party. Doing things like helping them succeed, helping them live, standing up for them, including them in decisions, etc will increase their level with you. Currently I'm thinking that the amount gained will be 1d2+X points. If it is a particularly harrowing situation, you may add an extra point above and beyond the roll (which I will determine and add and such).
1-3 Points - Somewhat distrustful of the party still, they will help as much as it doesn't directly jeopardize their lives.
4-6 Points - Trusting of the party, willing to put themselves in some danger only at the request of the party.
7-9 Points - Very trusting, willing to volunteer to take on risky behavior for the party's sake.
10 Points - Effectively part of the party. Willingly goes along with any harebrained scheme you have.
2) Training System - Once an NPC hits 5 Points in the Loyalty/Trust scale, they are willing to (and able to) benefit from your instruction. At that time, they can be tutored in one of the classes present in the party. They become a Trainee [Class]. They gain a small subset of the proficiencies of the class and one ability of my choosing (depending on the class). Additionally, they gain +2 to one of their core attributes (whichever is the 'primary' attribute for their trainee class, such as Dex for Rogues, Int for Wizards, etc).
Once you hit level 5 in your class, you are able to elevate them (provided they've trained with you consistently to that point) to Level 1 of their trainee class. The can only ever gain a level if they train with you for 5 levels of your class (so if you train an NPC all the way to your 10th level, they can become a 2nd level). They gain none of the starting gear for becoming a level 1 player class, but do get all of the proficiencies and abilities.
If at any point, they fall below 5 Points in the Loyalty/Trust scale, they will no longer train with you. They retain all learning so far, but lose any progression towards the next level of skill.