Post by CJ on Feb 6, 2007 0:22:41 GMT -5
Usually, you gain an ability slot every third level. If that's too slow for you though, or you don't feel like wasting the chances to, say, upgrade a skill, you can train out of battle to expand your capabilities. How well this works and how easy it is is determined by your level, as well as how much help you have.
The below costs are for doing it completely alone.
Training with someone else who DOESN'T know the skill halves one of the costs and increases the other by half.
Training with someone else who KNOWS the skill cuts one of them in half.
Training with someone else who knows the skill at a higher level than you're learning it will cut both costs.
Training with someone else who has the skill maxxed out will halve one and negate the other, at the teacher's discression.
Keep in mind, if you teach a skill, you're paying the same time cost as the one you're teaching.
If you wish to gain the same benefit as the other while teaching, you pay the time cost and damage cost, calculated as if the other person is your teacher. But regardless, you must spend at least as many Hours teaching as the pupil spends learning.
If multiple people come together to train in a single skill, one of them must rise to the occasion and play the part of teacher, OR you can all simply gain benefit as if being "tought" by someone who doesn't know the skill.
If you teach multiple pupils at the same time, you either increase your Hours spent, or decrease your effective proficiency. This is incremented, though, so teaching two pupils doesn't necessarily halve your capability. It breaks down like this;
1-2 Pupils: Regular effectiveness and time spent.
3-4 Pupils: Halves effectiveness or half agains time spent.
5-6 Pupils: Halves effectiveness as well as half agains time spent.
The teacher gains benefit as if s/he were only teaching the highest level pupil.
Racial Abilities MAY be tought, but it is completely at the GM's discression whether or not it's possible.
Hero/Villain abilities MAY also be tought, but it is again completely at the GM's discression. These abilities may have very high time and damage costs, and require a certain affinity between the characters involved, and may even require a side quest to be preformed.
For instance, if Axel and Mystic got to know eachother well enough, Axel could probably pass on his fire god ability bit by bit. He could -not-, however, pass on his Nobody racial traits unless the pupil were himself at least close to being a Nobody.
These rules may apply strangely to abilities and specials that only have one effective level. Specials may also not be teachable to someone without some degree of familiarity with either their Elemental or type.
Finally, this may seem obvious, but... You can't teach a skill above your effective level of it. This means if you teach too many people in too stressed a condition for teaching, you may actually fail to teach anything at all.
NPCs may occasionally don the teacher hat, and could possibly lower these costs even more. If this is the case, I'll tell you them directly.
How many abilities can you learn this way?
You start out with one freebie, regardless of the level you start at. Then at every level that's a multiple of nine, you recieve
1 + (Level/9) more.
THE COSTS!
Partial Full-Slot (making it so that taking a full-slot skill only takes half of one, once): 6 Hours+5 Stat damage to 1 stat
Upgrade Half-Slot: 8 Hours+5 Stat damage to 1 stat
Upgrade Full-Slot: 12 Hours+10 Stat damage to 1 stat. Remember, upgrading a full slot now only takes half a slot.
Learn Half-Slot: 12 Hours+5 Stat damage to 2 stats
Learn Full-Slot: 18 Hours+10 Stat damage to 2 stats.
Upgrade Special: 18 Hours+10%MaxMP (Or HP for Techs) damage
New Special: 24 Hours+20%MaxMP (or HP for Techs) damage
HP/MP damage dealt by training cannot be healed by items until the start of the next battle. You cannot be killed or reduced to negative MP by this damage.
The below costs are for doing it completely alone.
Training with someone else who DOESN'T know the skill halves one of the costs and increases the other by half.
Training with someone else who KNOWS the skill cuts one of them in half.
Training with someone else who knows the skill at a higher level than you're learning it will cut both costs.
Training with someone else who has the skill maxxed out will halve one and negate the other, at the teacher's discression.
Keep in mind, if you teach a skill, you're paying the same time cost as the one you're teaching.
If you wish to gain the same benefit as the other while teaching, you pay the time cost and damage cost, calculated as if the other person is your teacher. But regardless, you must spend at least as many Hours teaching as the pupil spends learning.
If multiple people come together to train in a single skill, one of them must rise to the occasion and play the part of teacher, OR you can all simply gain benefit as if being "tought" by someone who doesn't know the skill.
If you teach multiple pupils at the same time, you either increase your Hours spent, or decrease your effective proficiency. This is incremented, though, so teaching two pupils doesn't necessarily halve your capability. It breaks down like this;
1-2 Pupils: Regular effectiveness and time spent.
3-4 Pupils: Halves effectiveness or half agains time spent.
5-6 Pupils: Halves effectiveness as well as half agains time spent.
The teacher gains benefit as if s/he were only teaching the highest level pupil.
Racial Abilities MAY be tought, but it is completely at the GM's discression whether or not it's possible.
Hero/Villain abilities MAY also be tought, but it is again completely at the GM's discression. These abilities may have very high time and damage costs, and require a certain affinity between the characters involved, and may even require a side quest to be preformed.
For instance, if Axel and Mystic got to know eachother well enough, Axel could probably pass on his fire god ability bit by bit. He could -not-, however, pass on his Nobody racial traits unless the pupil were himself at least close to being a Nobody.
These rules may apply strangely to abilities and specials that only have one effective level. Specials may also not be teachable to someone without some degree of familiarity with either their Elemental or type.
Finally, this may seem obvious, but... You can't teach a skill above your effective level of it. This means if you teach too many people in too stressed a condition for teaching, you may actually fail to teach anything at all.
NPCs may occasionally don the teacher hat, and could possibly lower these costs even more. If this is the case, I'll tell you them directly.
How many abilities can you learn this way?
You start out with one freebie, regardless of the level you start at. Then at every level that's a multiple of nine, you recieve
1 + (Level/9) more.
THE COSTS!
Partial Full-Slot (making it so that taking a full-slot skill only takes half of one, once): 6 Hours+5 Stat damage to 1 stat
Upgrade Half-Slot: 8 Hours+5 Stat damage to 1 stat
Upgrade Full-Slot: 12 Hours+10 Stat damage to 1 stat. Remember, upgrading a full slot now only takes half a slot.
Learn Half-Slot: 12 Hours+5 Stat damage to 2 stats
Learn Full-Slot: 18 Hours+10 Stat damage to 2 stats.
Upgrade Special: 18 Hours+10%MaxMP (Or HP for Techs) damage
New Special: 24 Hours+20%MaxMP (or HP for Techs) damage
HP/MP damage dealt by training cannot be healed by items until the start of the next battle. You cannot be killed or reduced to negative MP by this damage.