So I did a blog some time ago about training, and it wasn’t horrible, but my players are seeking to use this as a downtime activity for a week here or there (while the Wizard recovers from Spellburn, or the paladin earns off his disfavour, or the Thief recovers their Luck), and my original table was too short – a lucky roll or the use of Halfling Luck really could influence the results. Through play, I realized one generic training table doesn’t fit all, and the range of my original table was insufficient. Some DCC Judges would downplay or phase out the idea of training in the DCC world, but I think it gives an opportunity for story hooks, meet and interact with powerful NPCs, or the chance for players to make incremental improvements to their character, so they feel they have something unique, and really it’s not more powerful or unbalancing than the weakest birth augur roll for a PC with a Luck of 13+, and also an excellent way to part money from PCs.
So I’ve decided to break training up into five tables – Martial Training, Skullduggery, Scholarly Pursuits, Religious Pursuits, and Practicing Your Profession. I’ve also adjusted the table to account for a range of times for training from a week to more than one month, using a sliding die range. Also by imposing a rule that the trainer must be higher level than the PCs, it becomes harder to use this downtime activity the more powerful the PCs get.
Let me know what you think, I’ll be posting the others as soon as I’m inspired to fill 30+ result slots – got ideas or suggestions? Drop me a line at archadethered@gmail.com.
Martial Pursuits
If a character wishes to pursue training during down time,
they may do so if a martial character (Warrior, Elf, Dwarf) is available and is
of higher level than the PC. Remember that
a 1st level character is 2 in 100, a 2nd level character
is 1 in 100, a 3rd level character is 1 in 1,000 and as further
detailed in the DCC Core Rulebook. A small town, unless the Judge rules otherwise, is very unlikely to have a 4th level mentor, let alone one willing to train someone. If the PC already has a known friendly patron or master you may seek them out for half the
cost.
Training is available with the following time and cost
commitments:
1 week /
25 gp = roll 1d12 on the table below
2 weeks
/ 50 gp = roll 1d14
3 weeks
/ 100 gp = roll 1d16
4 weeks
/ 200 gp = roll 1d20
2 months
/ 400 gp = roll 1d24
4 months
/ 800 gp = roll 1d30
1d? |
Martial Training |
0 or less |
Embarrasment of Epic Proportions:
You have
failed to impress your master or patron, or had an exchange of sharp words,
and they end your training, telling their colleagues and friends of your
obtuseness. You gain no training, and
you suffer a -2 to future training checks or any social skill checks in this
kingdom or city for the next 4d20 days. |
1 |
Your Master Is Displeased: Your master is disappointed and
feels you have wasted their time. This
master will not train you again, and you suffer a -2 to future training
checks in this kingdom or city for the next 3d6 days. |
2 |
You Have Spoken Poorly:
Maybe you bragged your master is better than any
other warrior in town, maybe you have offended a fellow student. Maybe you made untoward advances on a member
of your master’s family – regardless, you now have to fight a duel! |
3 |
You Pulled Something: A cramped muscle, a pinched nerve, an extra hard bash to your
noggin, make a DC 12 Fortitude save or apply a -1 penalty to attack and damage
rolls for the next 1d6 days. |
4 |
That Wasn’t Supposed To
Happen: There was a training accident, and a blade slipped
or you blocked when you should have dodged.
Suffer 1d3 hp damage. |
5 |
You Need Sturdier Equipment: All the training you did had a toll on your armor or weapon
(determine randomly). Something is
slightly broken, and until 1d6 x 1d6 gp of repairs are made, your armor’s AC
protection is 1 less, or your weapon suffers a -1 penalty to attack or
damage. Repairs will take 1d6 days, or
you can simply discard the bent or dinged equipment. |
6-7 |
You Know What You
Already Knew: Your master goes over the
basics, but you already knew what they are trying to teach, no skills are
gained. |
8 |
An Unexpected Occurrence: Your training is derailed by distracting circumstances, roll
on the Carousing Table with the same die your rolled for Training. |
9 |
Good Reputation By
Association: Your master is well known in this city or kingdom,
and you are known as their pupil, sharing their reputation. Gain +1d on social checks with your master’s
allies, and -1d on social checks with their enemies, for the next 1d6 weeks. |
10 |
Gain A Sparring Partner: A fellow student and yourself strike up a friendship while
training, and they are interested in your exploits. Roll 1d4 for your new friend’s background:
(1) caravan guard, (2) mercenary, (3) soldier, (4) squire. They are a friendly contact, and are
willing to be hired as a henchmen, gaining a further +2 to their Morale
checks. |
11-12 |
Fortune Favours The
Bold: You have a brief opportunity to impress your
master – do you take the chance? Make a
Luck check – if successful, gain +1 XP.
Otherwise, your master is unimpressed and does not teach you anything
significant. |
13 |
Connections In The Marital Community: Either your master, your fellow students, the captain of the
guard, or some other martial personage witnesses your training and has nothing
but good things to say. You gain a +2
modifier for training or any social skill check to influence a member of the martial
community in this city or kingdom for the next 1d6 weeks. |
14 |
An Inspired Maneuver: Your mentor teaches you a brilliant move with your weapon or
some fancy footwork. You don’t
completely grasp it, but It’s very effective.
Gain a +1d3 to any attack, damage, or other martial maneuver, that can
be used once and expended within the next week – and then it’s forgotten. |
15 |
This Gear Will Never Do: Your master thinks your sword is dull, or your cuirass is
dented, and takes you to their favourite armorer to have you better
equipped. You can buy any armor or
weapon at a 10% discount, and also available is one well-crafted item at triple
normal cost – well crafted weapons do +1d damage, and well-crafted armor
suffers -1 less armor check penalty and -1d to fumble checks. |
16 |
Is That How You Wield
That? Your mentor teaches you how to use a previously unknown
weapon, gain a random weapon proficiency by rolling 1dX: (1) battleaxe, (2)
club, (3) crossbow, (4) dagger, (5) dart, (6) flail, (7) handaxe, (8)
javelin, (9) lance, (10) longbow, (11) longword, (12) mace, (13) polearm,
(14) shortbow, (15) shortsword, (16) spear, (17) staff, (18) two-handed sword,
(19) warhammer, (20) GM’s choice. If
you are already proficient in that weapon, gain an inspired maneuver with it
(as the 12 result above). |
17 |
Your Mentor Has a Gift For You: Your mentor is pleased, and rewards you with a well-crafted
weapon you are proficient in (+1d damage, worth triple normal costs). |
18 |
Learning A New Style: Your mentor focuses on hand to hand combat, and as a result
you gain a +1 to attack rolls with one of the following skills, rolling 1d6:
(1) all grappling checks, (2) subdual damage attacks, (3) mounted combat, (4)
two-weapon fighting, (5) two-handed weapon fighting, (6) all charge attacks. |
19 |
So, What Would You Like To Learn? Gain a weapon
proficiency of your choice. If you are
proficient in all weapons, gain an Inspired Maneuver (as result 12 above). |
20-22 |
Training Went Well! Gain +1 XP |
23 |
Grueling Training Regime: You are put through your paces, and while sore and worn out,
are far more resilient. Make a DC 14
Fortitude save, and if successful gain 1 hp. |
24 |
Physical Labour and
Great Feats: Your mentor works on your physical prowess. Roll a d14, and choose either STR or STA – if
you roll above your current attribute score, gain +1 to that attribute. |
25 |
Parry and Riposte!
You work on your two weapon fighting, and it
becomes more natural. Treat your AGL
as 2 points higher for two weapon fighting penalties. |
26 |
Your Training Takes
You Odd Places: As part of your training, you
learn some important skills, roll 1d10 and gain the following additional
occupation and background skills: (1) Armorer, (2) Caravan Guard, (3) Healer,
(4) Mercenary, (5) Ostler, (6) Soldier, (7) Tax Collector, (8) Mariner, (9)
Stonemason, (10) Animal Trainer. If
you already have that background, re-roll. |
27 |
Versatile and Deadly: You gain the ability to roll on a second critical hit table, either
one up or down from your current table, with your normal die assigned for
criticals. When you land a critical
hit, choose which table you will roll on. |
28 |
A Prize For A Star
Pupil: Your mentor is greatly pleased with your progress,
and awards you with a token to show your worthiness. Roll 1d6: (1) a mithril longsword, (2) a well-crafted
shield with your mentor’s sigil or heraldry, (3) a writ of introduction to a
great warrior in the City-State of Anzagort such as Manx the Mighty or the Captain
of the Firedrake Guard, (4) a potion of healing, (5) a potion of heroism, (6)
a gold brooch worth 100 gp |
29 |
You Have Become A Living Weapon: Your mentor has trained you mercilessly. Roll a d16, and choose either STR, AGL or
STA – if you roll above your current attribute score, gain +1 to that
attribute. |
30-32 |
Much Better Than You
Were: Gain 1d3 XP |
34 |
Fast Like Lightning: Gain +1 to Initiative rolls |
35+ |
Truly A Natural Student:
Roll on this table twice, and pick one result you
would like. |
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