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Post by Dark Fortune of Typos on Jan 10, 2018 11:20:07 GMT -5
Raising one's abilities in RHS4 is done differently as opposed to a normal L5R game. Below will outline in detail how Students and Teachers will go about this, and details on how to best proceed. After a session has passed, we will do Testing. Skills will require a roll, traits just require proof of their use in multiple RP threads.
STUDENTS
Skills will cap at 5. You generally test for 3 of them at a time. You can test for an emphasis instead of a skill rank. They require you take the classes for them or be a part of club threads that use them. If there might not be such a class or club for the activity, simply devoting a thread to the study or practice of the skill will suffice as well. Skills can not be tested for in a row so once you succeed at raising a skill, you will have to focus on something else for the next set of skill tests. Note that using a test to gain an emphasis will still be considered to have used a test on the skill, and you won't be able to select that skill the next round of testing.
A test for a skill will involve the skill and the trait best associated to it, versus a TN. Success will increase the skill by one rank.
Traits cap at 4. You can raise a trait only once. They require proof of use in multiple threads. There is no defined number of threads to meet. We are looking for substance, not numbers. Each of these will be a case by case basis which you can link to us in either your private thread or in a PM. Make sure all 3 GM's are attached. If we feel that their focus and use is substantial enough, the trait will be increased.
These types of tests alternate. They are not done at the same time. Ie after three days players will test for skills OR traits, but not both.
TEACHERS
Teachers get a flat pay check of exp. Welcome to adulting. Thankfully, there's no teacher cap.
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Post by Obsidian on Jan 21, 2018 18:27:37 GMT -5
This is the schedule for "experience." Please note that a SESSION for mechanical purposes (i.e. Luck advantage) is still 3 days. So with 15 days, that means 5 sessions (Day 1-3, 4-6, 7-9, 10-12, 13-15).
Day 3
Students will test for 3 different Skills of their choosing based upon the courses they have attended up until this point. To test up a Skill, a student character must succeed at a TN = 5 x (desired rank in Skill). You may use mechanics like Luck, or even a Test of Honor, to attempt to succeed should you fail. You may spend Void Points on testing rolls. If you are testing up a skill involving Intelligence, Perfect Memory does apply. Spells or kiho that provide "buffs" to skills, traits, or rings do not apply. See the following example for a demonstration of a testing check. If you fail, you may retest the same skill on the next testing day. You may also purchase an Emphasis or Kata you meet the requirements for rather than a new Skill rank - the same rules apply.
Example: Akodo Seijuro wishes to test up his Kyujutsu Skill. His Kyujutsu Skill is at rank 1. Having gone to Katsumi-sensei's course on Day 1, he is eligible to do so. Therefore, his Skill Check TN is 5 x 2 (the rank he wishes to go up to) = 10. His Reflexes is a 3. On a 4k3 roll he scores a 14, so he succeeds on the roll. His Kyujutsu is now a 2!
Teachers will each receive 6XP to use on their characters as normal. Experience may be banked. Please PM all 3 GMs how much XP you would like to spend and on what. Teachers do not have caps on Skills or Traits. New advantages are unlikely to be accepted, but subject to GM approval ultimately.
When Day 3 arrives, please PM ALL 3 GMS (not just me, please) the 3 Skills you wish to test up with links to your participation in the relevant classes, or which slot you kept open for which day involving a skill no one has a teacher character for. We will make the rolls for you on Orokos and link them back to you. The increased stats for Day 3 will go into effect from Day 4 onwards. Skill caps in the post above do apply (5).
Day 4
Club Day is on Day 4, and there are no classes. Based upon your grade level (1st - 5, 2nd - 3, 3rd - 2) you may participate in a certain number of Clubs. If you are in a Club, you get a bonus of +1k0 to rolls involving its relevant skill. If you are the Captain of a Club, that bonus is +2k0. You may only be the captain of 1 Club. For the most part, we are leaving the captainship of Clubs up to the members of the Clubs. Some may decide they like a little bit of competition (Kendo) so there may be a kata display, or a small tourney for Iai, or one Club may simply decide through RP who would be best for the job.
Towards the end of Day 4, PM each GM your final Club Roster and let us know if you are the Captain with a link to the decision. We will annotate your final list on your sheet that we have on file. The bonuses will apply from Day 5 onwards.
Day 5
Student characters will get to choose a trait (yes, even Void) that they have displayed ample usage of during their threads. On Day 5, you must PM all 3 GMs examples of their use via multiple threads; as stated above, there is no set number of threads needing to be met. We are looking for substance. Void costing more than normal Traits will require an even greater burden of proof, but again this is up to GM discretion. This has been fairly lenient in the past, and if you have any questions about needing more RP feel free to PM us ahead of time and we will let you know if you need to do more. Caps still apply (4). You may only increase a Trait one time over the course of RHS 4.
Example: Doji Tetsuko wishes to increase her Stamina Trait. She PMs all 3 GMs links to threads and posts where she displayed use of Stamina - a thread where she sparred with Priya and got hit a few times, a thread in which she took a morning run outside of town, and a thread where she tried to hold her sake at a party. The GMs, deciding this is sufficient enough proof for an increase, award her +1 Stamina.
Teachers receive 6 more XP, same rules apply as Day 3.
If you now have enough Insight to achieve a new Rank in your school, you acquire the benefits at this time. The here described benefits apply from Day 6 onwards.
Day 8
Students may test up 3 Skills. The same testing rules as Day 3 apply, with a few caveats. Students may not test up the same Skills they successfully tested up on Day 3. Classes since Day 1 may be used, and do not necessarily have to only be classes taken since the previous round of testing.
Example: Akodo Seijuro would sure like to have Kyujutsu 3, but he just tested it up on Day 3! Instead, he has to pick some different skills than last time around. This time, he PMs the GMs links to 3 different classes he has been to - Etiquette, Iaijutsu, and Lore: History, and awaits his results.
Teachers receive 6 more XP, same rules apply as Day 3.
These new bonuses will go into effect on Day 9.
Day 10
Students may choose a Trait to lobby for being increased. The same rules as Day 5 for increasing traits apply for Day 10. Remember, a trait can only be increased one time over the course of RHS 4.
Example: Doji Tetsuko can't increase her Stamina again like she did on Day 5, so now she chooses Awareness to help her maybe not be so blunt. Once again she chooses some threads in which she has displayed use of Awareness and sends them to the GMs via PM - her taking a course on Etiquette, a thread where she helped convince Noboru he wasn't such a bad guy, a thread where she asks another PC out on a date, and a thread where she goes and sings karaoke. Once more, the GMs decide this is sufficient and award her +1 Awareness.
Teachers receive 6 more XP, same rules apply as Day 3.
If you now have enough Insight to achieve a new Rank in your school, you acquire the benefits at this time. The here described benefits apply from Day 11 onwards.
Day 13
Students may test up 3 more Skills. The same testing rules as Day 3 apply, with newer caveats. Students may not test up the same Skills they successfully tested up on Day 8. Classes since Day 1 may be used, and do not necessarily have to only be classes taken since the previous round of testing, UNLESS they were used to successfully increase a Skill previously on Day 3. See the following example:
Example: Akodo Seijuro can finally test up his Kyujutsu to Rank 3! Hooray! It is a good thing then that he took another class in Kyujustu with Katsumi-sensei on Day 8 after he successfully tested his bow skill up last time. He PMs the link to that thread to all GMs, along with two other skills he hasn't tested up yet that he'd like to increase - Investigation and Meditation.
Teachers receive 6 more XP, same rules apply as Day 3.
These new bonuses will go into effect on Day 14.
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Post by Obsidian on Jan 21, 2018 18:28:47 GMT -5
If you have any comments, questions, or concerns please PM all GMs. We would be happy to discuss the system and schedule there.
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Post by Obsidian on Jan 29, 2018 0:54:27 GMT -5
Also please note that we will be rolling for you on testing rolls. Just send us the skills with links to appropriate threads
Concerning late add ons to the game - if you posted before an XP day in a thread, you get access to progression for that day. So for example, if you are a new character and managed to get approved and start posting on Day 2 you get access to testing for Day 3.
If you are approved and start posting on Day 5, you do not get access to testing bonuses for Day 3. You will get access to the next Day of progression.
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Post by Obsidian on Jan 29, 2018 9:58:17 GMT -5
Note 2: It is mentioned in the larger post, but remember if you failed you may use Luck or Test of Honor on the failed roll. Day 4 happens to be the start of new session as well, so it seems like a good use of these before we roll over.
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