Page 1 of 1

Training and coaching

Posted: Thu 09 Oct 2025, 16:04
by Ale_taurisano
Hi guys! Before we even start, there are already some small disagreements on a few points:

1) The guys were wondering if each of them, with a skill value of 15 or higher, can train a teammate!? ...Not for me! I consider training a specific "help," with its own difficulty (coins, time, research, rarity, etc.)

2) To be able to use an advancement roll in a specific skill, they asked me if they could spend time "training" it!? ...Not for me, because it seems like the system wants you to roll based on completed actions aimed at the role/play! You cook because you need to feed yourself!...You can roll that skill! You research myths and legends to learn about future actions to be performed!...You can roll that skill!

OBVIOUSLY, each group can do as they see fit, but I'd like to stick to the nature of the game! Thanks in advance!

Re: Training and coaching

Posted: Thu 09 Oct 2025, 16:26
by Fenhorn
Tomas said when I asked him about this that RAW it's ok. Personally I don't allow it because it takes away to much regarding NPC trainers, cost, finding them, etc. and you risk to much players are training each other instead of actually adventure.

Re: Training and coaching

Posted: Fri 10 Oct 2025, 22:43
by zcthu3
I allow it as not ‘allowing’ PCs to train each other seems very meta-gamey - in the real world we look to our friends to help teach us, so why not in an RPG?

In saying that, I’ve ruled it stops the trainer doing their own training, learning spells etc, as they’re too busy teaching, which means the trainer PC loses the opportunity to do their own training advancement. That means while the party may save money, they sacrificing the ability to train in as many things.

Re: Training and coaching

Posted: Fri 17 Oct 2025, 11:39
by Magnusnygaard
I allow it as not ‘allowing’ PCs to train each other seems very meta-gamey - in the real world we look to our friends to help teach us, so why not in an RPG?
(snip)
Strongly agree with this sentiment. Also it makes the other players invested in a character actually reaching 15+ in a Skill - and makes for a lot of in-group roleplaying and interaction.

I have to say I run a lot of games at work with kids aged 7-11, so I'm always a great fan of elements that makes them root for each other and give help in interesting ways, instead of being jealous at another kid's success.