In Game Schools?

By carltp, in Game Masters

Couldn't really find this information anywhere.. maybe messed up on my search, who knows. Anyway, has anyone incorporated a school system in their campaigns?

During the Under the Black Sun campaign, I found spots where they could end up in different sections of a city, both trade districts, as well as a random landing pad if shot down. I was thinking of adding a whole town in one of the areas where they may come across a school. The school would only have either a beginner classes starting at maybe 2500 credits (which would only bring a untrained skill from 0-1), or just having classes that could teach them a more passive type ability, such as learning another language (so wouldn't have to roll to see if they can find a translation) or to learn about a culture maybe where they could gain a bonus when interacting with a certain race? Still probably the 2500 credit a class since I dont want them just upping their stats and knowledge to make things too easy.

Also would probably have them roll a knowledge check to see if they had retained the information. Such as easy classes being a difficulty check of easy. To maybe in the future if I want to give them a chance to upgrade a learned skill. Lets say each level going for is that difficulty. So lets say it's their 8th campaign story and they go for computers from 2 to 3. and they would have 3 purple dice against their knowledge check to see if they succeed in learning the information.

Any thoughts/information on a school system would be appreciated. Thanks. I couldn't find anything in the Core Rulebook.

I would never let characters buy a skill level. There are a few ways to boost specific ones with gear, like Perception, but I would never supplant xp for credits.

what about the knowledge portion of it in learning languages or about a races culture in gaining and advantage when doing persuasion or something when dealing with a certain race. Since I planned on making up some mini (I guess) quests for my group to do on multiple planets, they will not be able to currently communicate with people due to the language barrier. I don't want them to just be able to know all languages already or expect people to just speak their language.

And off topic about the school since I'm thinking about it because of the planets. how did you go about getting them the ability to learn to fly to other places (place coordinates in GPS) I was thinking about earning it through them making a deal with someone for them to get access to a new planet or area. such as bringing them farther to the edge of the empire to Velabri. Where a Blacksmiths son was taken captive by a group of smugglers that wanted him for his weapons making skills as well as to join them in time as one of their own.

Language in the game isn't viewed as a barrier. Droids fluent in 6 million forms of communication and such. In regards to travel coordinates, that is generally something provided as a part of a job if it is some place obscure. If it is some place new, and it isn't being provided narratively as a portion of the game, then a combination Knowledge check for whatever area and Astrogation check to get there would be appropriate I would think.

Edited by 2P51

Thanks for the information. I know when I was getting the campaign going off the start from the Beginner set, and the long arm of the hutt. They had language barriers pop up on their ship, as well as being told their ship only had coordinates to like 5 places.

And after getting the other main campaigns into my game sometime, I want to give them the freedom to travel with their ships. So before I got that far, wanted to figure out how to deal with the language and travel before it came up.

Rather than having a class grant skill ranks, a Boost die for situations directly covered by the class might be fine.

I like HappyDaze's idea. But never EVER let players buy skills. Makes the characters way OP too quickly. You need to keep them hungry.

But one option could be to have them study a knowledge subject. Try to make it a little more specific then the base knowledge skills. This is the equivalent of picking up a book written by an expert of the subject. Give them an upgrade on the skill when dealing with the subject. and the "Boost" lasts til the end of the next session (or story arc, GMs choice) a base roll could be made on the skill and the Results could be spent by the GM or player to create spur of the moment trivia.

Example: you pick up a book on Surviving tatooine (Knowlege Outer rim) written by some hermit named Ben. and make a knowledge roll that results in 2 success and 2 threats. During gameplay while encountering Sand people the player tries to scare the sand people by making the sound of a mating Krayt Dragon. the player gets an upgrade for the skill book and can automatically have 2 success, or the GM could add 2 threat to make the player lose his voice afterwards for an encounter

Some examples

Knowledge (Warfare): Specific Battles, or focusing on a planetary militia "How i survived the Battle of Tanaab"

Knowledge (Outer Rim, Core, Etc): Specific planets or systems "How to live on Tatooine for a year on 10 credits a day"

Knowledge (Lore): A specific ancient civilization "Secrets of the Infinite Empire!"

KNowledge (underworld): specific black markets, or crime orginization "Under the arena, the black market of Travnin"

Knowledge (xenology): Specific species, or planetary ecosystems "Foraging for food on the Jungle moon of Yavin"

the player would have to spend a few days focusing on reading it to get the boosts. Not to mention actually FINDING a book could be an adventure in itself

Language barriers should only be an issue if it's really critical to the plot (i.e. when the team first encountered the Ewoks). You have plenty of scenes involving Chewie and R2 (who the audience cannot understand) whose verbal statements are interpreted by those around them (3PO, Han, Luke). F

So unless it really adds to the plot or is just a truly obscure language (which itself is kinda plot) language barriers along the lines of D&D's "you only speak X number of languages equal to your Int modifier" aren't supported in the game rules here.

Since languages aren't directly tied to a skill, it might make sense (plot-wise) to roll Knowledge: Education or Xenology when encountering something truly "out there" in order to figure out a close known language analogue to try or study.

Edited by Kshatriya

If a character wanted to spend XP to upgrade a skill in the usual way, but they wanted to roleplay it as "I attended this class or took these courses or trained with these experts", I'd consider that to be perfectly fine.

But never just let them pay credits to upgrade skills without the usual XP coming into play.

If a character wanted to spend XP to upgrade a skill in the usual way, but they wanted to roleplay it as "I attended this class or took these courses or trained with these experts", I'd consider that to be perfectly fine.

But never just let them pay credits to upgrade skills without the usual XP coming into play.

Exactly, it's the narrative explanation as opposed to simply becoming more intelligent magically like Scarecrow in Wizard of Oz.

My GM kind of expects a realistic avenue to advancement of any type. I recently bought my first new spec which was Gadgeteer because I feel like I needed to toughen up my Scoundrel and that was an easy tree to do it, plus we are collectively a bounty hunter group. One in the group is a Gadgeteer so I noticed in our campaign log on Obsidian Portal he describes the down time between sessions and that I had trained with this character. Now I don't know as he would say no to a new spec we didn't have access to amongst the existing crew, but I bet it would require some kind of role played trip or something in game to make it happen.

Age of Rebellion gives us something like tactical manuals that add Boost dice to tests where consulting the manual might be helpful. These manuals don't have to be books, they can be recordings from a classroom just as easily. Likewise, they really could apply to any skill. I'd suggest only having the Boost last for a limited time after reviewing the material, and id probably rule that only the most recent lesson reviewed stuck to prevent a character from reviewing lessons on everything.

Still, that old lesson from sniper school taught by a master on how to best set the spin of your blaster when firing in rain might be just the thing to review...

No.

No buying skills or talents. Please no.

Edited by glewis2317

Guys, take it easy. I'm pretty sure that the OP wasn't suggesting that players could buy the skills with money instead of XP.

Still probably the 2500 credit a class since I dont want them just upping their stats and knowledge to make things too easy.

Also would probably have them roll a knowledge check to see if they had retained the information.

That all suggests that the characters would pay credits for classes, and the classes would allow the players to spend XP on the characters' behalf. So rather than making advancement less costly, it would actually make character advancement dependent on having a fat wallet in addition to saved experience points, a double cost.

However, there are some important downsides with that idea. The biggest is that it limits roleplaying options; if characters NEED money to advance, then it is hard to play a perpetually charitable, down-on-their-luck, or wasteful hero who still manages to improve over time. I would recommend that there be no credit cost for increasing a character's Skills. The GM can simply tell players that there must be an explanation for how the character improved, or else they cannot spend the XP. A character can learn to speak Huttese by taking a class at the University of Tatooine, but they could also go and spend a month living in Jabba's Palace.

I do like the idea of classes that can teach certain unrolled skills like languages, or add boost dice for specific actions. Just don't make the costs too high; as 2P51 points out, you can buy a translator droid (for around 8000 credits), so language classes should be much, much cheaper than that or it is easier to just buy the droid.

I do like the idea of classes that can teach certain unrolled skills like languages, or add boost dice for specific actions. Just don't make the costs too high; as 2P51 points out, you can buy a translator droid (for around 8000 credits), so language classes should be much, much cheaper than that or it is easier to just buy the droid.

Assuming you can find one, a Tranlang Holo V Audio/Visual Translator (see http://swrpg.viluppo.net/equipment/gear/118/ ) is only 750 credits. You don't need to go spend thousands and thousands of credits to buy the whole protocol droid, when you can much more easily and cheaply buy just the software portion that runs on the equivalent of an advanced datapad.