ACKS Education System

This concept is pretty cool.  I would say that the increase to domain income be limited to urban areas.  

How about if there is a cost associated like a festival cost collected by season (or monthly).   I would tie that to a sperate 'education' level like a morale level.  Roll 2d6 every season to see if the level of education improves.  If the payments aren't made, there is a minus to the roll for each missed payment.  The 'base level' is determined by the level of infrastructure development.  

The difference is that normally education wouldn't go below 0 unless there are calamaties, war, etc.  Once you reach a certain education level, there is an increase in income per urban family, and other benefits (automatic proficiency gains, increased urban growth,  etc).   

If a ruler had a tight month (or season) they could risk not paying in return for an education loss.  Education loss should also effect morale

Finally, a highly educated populace should have the effect of making negative morale worse, as the populace is better able to form opposition to the the ruler.  So a happy, educated people = more gold but an angry, educated people = more grief.  They makes it an interesting trade off.  

[quote="jojodogboy"]

How about if there is a cost associated like a festival cost collected by season (or monthly).   I would tie that to a sperate 'education' level like a morale level.  Roll 2d6 every season to see if the level of education improves.  If the payments aren't made, there is a minus to the roll for each missed payment.  The 'base level' is determined by the level of infrastructure development.  

Finally, a highly educated populace should have the effect of making negative morale worse, as the populace is better able to form opposition to the the ruler.  So a happy, educated people = more gold but an angry, educated people = more grief.  They makes it an interesting trade off.  

[/quote]

I like the idea. I want Education to be a little more dynamic than just spending cash and increasing GP value. A seasonal roll would add a little more excitement. I could provide modifiers. 

I also like the idea of education being a double-bladed sword. Education could increase the GP value of the land, but the domain leader might need to spread propaganda to keep a strong hold on the citizen's minds.

I'll muddle around with these ideas later, and see if I can come up with a working model.

Personal Learning

[From ACKS 2e Patreon, under OGL]

All characters have four implicit general proficiency slots which represent their potential for natural accretion of knowledge over time (in addition to their starting and level-based proficiencies). Characters who are not exceptionally diligent at practice automatically fill these slots after 5, 15, 35 and 70 years of work.

However, by extensive training, characters can accelerate their acquisition of these proficiency slots. The character must find a specialist tutor with the proficiency, costing from 25 to 500 gp per month of tutoring.

  • It takes 60 days (2 months) of major activity training that proficiency to gain the first rank of a proficiency. A tutor costs 25 gp per month of training.

  • It takes 240 days (8 months) of major activity training that proficiency to gain the first rank of a second rank proficiency or the first rank of a second proficiency. A teacher costs 50 gp per month of training.

  • It takes 540 days (18 months) of major activity training that proficiency to gain the third rank of a proficiency or the first rank of a second proficiency. A professor costs 100 gp per month of training.

  • It takes 960 days (32 months) of major activity training that proficiency to gain the fourth rank of a proficiency or the first rank of a fourth proficiency. A sage costs 500 gp per month of training.

New General Proficiency: Manual of Teaching. A character with this proficiency can teach 50 students instead of one when training the first rank of a General Proficiency. Every time a character take this proficiency, he may train a higher rank in a proficiency. .

New Specialist Types

Teachers (tutors, 25gp/month; teachers, 50gp/month; professors, 100gp/month; Sages: 500gp/month): Teachers are required for quicker study of general proficiency slots.

Specialist

Class I

Class II

Class III

Class IV

Class V

Class VI

Tutor

5d10

2d6

1d6

1d2

1 (65%)

1 (20%)

Teacher

3d10

2d4

1d4

1

1 (40%)

1 (15%)

Professor

1d10

1d3

1

1 (33%)

1 (15%)

1 (10%)

Sage

As Sage

Education Ranks

A settlements education level is a measure of the general populace's knowledge and skills. Each rank represents educating 20% of the population, representing training one member of a five member family per household. In turn, the population has the number of specialist increased by 20%. Increasing low levels of education requires little investment or money, but dedicated higher education requires better infrastructure and higher quality teachers

Uneducated (0 Ranks). The settlement has received little education except for private industries methods, such as apprentice and mentor..

Learned (1 Rank). The settlement's population has become more skilled, allowing for a stronger skilled-worker economy. The settlement has hired about one tutor specialist for every 250 families.

Cultured (2 Ranks). The settlement has started to take adopt deep cultural habits. The settlement has hired about one Teacher for every 250 families.

Educated (3 Ranks). The settlement's general population is highly educated. The settlement has hired about one Professor for every 250 families.

Scholarly (4 Ranks). The settlement's families are very educated, reaching every family member.. The settlement has hired about one Sage for every 250 families.

Education Projects

The cost of an education system is time and money, spent on infrastructure and personnel. The market size of a settlement determines the cost per month. In addition, the domain ruler needs to determine the settlement's school system: public, subsidized or private. Public schools systems are expensive both in starting costs and maintenance, but the government has a huge sway in determining curriculum. Subsidized school systems are less expensive, but can create long-term problems with seeding radical ideas. Private school system's burdens are placed upon the market's shoulders, providing the most direct economic benefits for the domain ruler, but is a hotbed for radical ideas and ownership of new ideas are controlled by the invested universities.

Monthly Infrastructure Costs

Market Class

Public GP/Family

Subsidized GP/Family

Private GP/Family

6

2 gp/family

1 gp/family

0.5 gp/family

5

3 gp/family

2 gp/family

1 gp/family

4

3 gp/family

2 gp/family

1 gp/family

3

3 gp/family

2 gp/family

1 gp/family

2

4 gp/family

3 gp/family

2 gp/family

1

5 gp/family

4 gp/family

3 gp/family

The desired rank in Education determines the time required to finish an education project. Education ranks must be completed in order and ranks cannot be skipped. For example, Education Rank 1 must be completed before Education 2 is attempted.

Education Rank

Time

1

8 months

2

32 months

3

72 months

4

128 months

During the process of building, an education system, if the ruler misses a payment or a portion of payment, he must make a roll on the Education Setback table.

Education Setbacks

2d6

Result

2-

Decay

3-5:

Crisis

6-8:

Privatization

9-11:

Public Outcry

12+:

Reform

Modifiers: -1 for every gp/family not paid

+1 if project is half complete

Decay: The school system's plan was destined to fail. The project must be restarted from scratch and all time and money is lost.

Crisis: The school system's requires a costly overhaul. The ruler has a choice to allow the market to self correct or increase overhead. Increasing overhead increases the cost by +1 gp/family til the end of the project. If allowing the market to self-correct, the school's system is changed from public to subsidized or subsidized to private. If the school system is already private, the project must be terminated or increase the overhead.

Either way, the ruler must roll on the Education Setback table next month and all further Education Setbacks are at -1.

Privatization: The school system's requires a costly overhaul. The ruler has a choice to allow the market to self correct or increase overhead. Increasing overhead increases the cost by +1 gp/family til the end of the project. If allowing the market to self-correct, the school's system is changed from public to subsidized or subsidized to private. If the school system is already private, the project must be terminated or increase the overhead.

Public Outcry: The public groans, but the project is not compromised.

Reform: The education setback has given insight to great minds to the education project's problems. The next Education Setback rolls for this project receives a +1 bonus.

When building a project, time can be modified to allow slower or quicker training by allocating gold. Speed of a project cannot be changed once determined. 

 

GP/Cost

Time

Accelerated

Double gp/family per month

Half time required 

Slow

Half gp/family per month

Double time required

Benefits of Education

Once the project is complete, the domain ruler can reap in the benefits of education. The settlement gains a monthly economic boost based on the school's system and education level.

Education Level

Public

Subsidized

Private

1

+0.25 gp/family

+0.5 gp/family

+0.75 gp/family

2

+0.5 gp/family

+1 gp/family

+1.5 gp/family

3

+0.75 gp/family

+1.5 gp/family

+2.25 gp/family

4

+1 gp/family

+2 gp/family

+3 gp/family

The settlement gains a bonus production in Specialists. For every education level, increase the number of specialists found a month by 20%. If the result is a percentile, double the chances of finding a specialist. If the result is 100% or higher, the result is 1. In addition, increase number of spells available by 20% in the city (round up) per Education rank.

Characters also gain benefits for education. Henchmen hired in a location with an Education value receive a number of bonus Proficiency equal to the settlement's Education rank. With permission from the DM, player characters may also gain this benefit.

If the Education Rank is 2 or higher, consider the Market Class one higher for the purposes of purchasing and selling goods. If the Education Rank is 4, consider the Market Class two higher instead.

As well, literacy techniques has increased the rate to those who normally would not have the intelligence to read and write. For every rank of Education, a character can read and write as if his intelligence was one higher. For example, in an Education 2 settlement a character with an intelligence of 7 or higher can read and write, instead of 9 or higher.

The city will likely contain libraries and workshops. At Education 0, the settlement contains no libraries or workshops. At Education 1 or higher, the settlement has a chance to find a +0 library or workshop which fits your needs, as determined below. For every Education level above 1, a character may find a +1. For example, an Education 3 settlement has a chance to find a +2 library or workshop.

If the school system is subsidized, the user must pay 1% of the cost of the library or workshop for a month for a month of access (+0: 40 gp, +1: 140 gp; +2: 240 gp; +3: 340 gp). If the school system is private, the user must pay 5% of the cost of the library or workshop for a month of access (+0: 200 gp; +1: 700 gp; +2: 1,200 gp; +3: 1,700). Public school systems provide free access to workshops and libraries.

Libraries and workshops dedicated to General Proficiencies can also be accessed. General Proficiency Libraries give bonuses which are based on knowledge. For the purposes of Healing and Animal Husbandry, diagnosis is a knowledge skill, but using the abilities are not. General Proficiency workshops give bonuses to rolls which are based on actions, such as the abilities of Healing and Animal Husbandry.

Market Size

+0 Library/Workshop

+1 Library/Workshop

+2 Library/Workshop

+3 Library/Workshop

VI

33%

20%

15%

5%

V

1

65%

40%

15%

IV

1d3

1d2

1

33%

III

1d10

1d6

1d4

1

II

2d10

2d6

2d4

1d3

I

4d20

5d10

3d10

1d10

The Tears of Education

Education is a double-edged sword. While it provides a boost in economic growth, the population becomes more aware of unfairness. Having a tight grip on education allows the ruler to choke dissension by curating the curriculum to be friendly to the domain's ideals and power structure.

If the school is Private, the ruler must roll on the Radical Ideas table once per season.

If the school is Subsidized, the ruler must roll on the Radical Ideas table once per year.

If the school is Public, the ruler must roll on the Radical Ideas table once every 4 years.

Radical Idea Table

2d6

Result

2-

Riot

3-5:

Radical Idea

6-8:

Seeds of Radicalism

9-11:

Standard Fare

12+:

Patriotism

Modifiers:

-1 per Education level

+1 if Public School

-1 if Private School

+1 per gp/family for Reeducation (cannot do if Private)

Riot: The school system has started to riot. Gp gained from education is reduced to 0. The settlement's morale is decreased by -2. Only by Burning the Chaff can the domain ruler regain access to the GP.

Radical Idea: The school system has produced an idea which is not friendly to the domain ruler's desires. For every Radical Idea, the settlement and domain it is in receives -1 morale.

Seeds of Radicalism: The school system has started to murmur with ideas which many would consider treasonous. All rolls on the Radical Idea table are at -1 til a Radical Idea is formed.

Standard Fare: The school produces results which are within acceptable parameters of the ruler's desires.

Patriotism: The school shoots down radical ideas with instilled patriotism. If the settlement is suffering from a radical idea, remove one. If the settlement does not a radical idea, the settlement's morale is increased by +1.

Burning the Chaff: When an educations system becomes too embroiled in changing the ruler's plans, he may simply have to fire or execute teachers and key figures. The results are catastrophic for education, reducing the Education level by 1, but all Radical Ideas are also removed. In addition, the settlement suffers a -1 to Morale for such a flagrant display of authority in a free-minded society. This penalty is almost always better than the accretion of Radical Ideas.

Growth of a City

Education systems designed for smaller settlement are not suitable for larger settlements. A settlement can support a population if it stays within the same market size, as minor improvements will be paid by concerned citizens. When a settlement grows in a market size, it has outgrown the current model.

An ruler can anticipate this change by growing the education system with the settlement's growth. The cost is +1 gp/month with the duration equal to a normal Education Project. This cost is +1 gp if the settlement is increased to a class II or I city. For example, increasing a settlement from a class VI with an Education 1 to a class V city will cost 1 gp/month per family over the period of 8 months.

If the costs are not paid, the Education system suffers Education Degeneration for every season.

Education Degeneration

2d6

Result

2:

Degeneration

3-5:

Catastrophe

6-8:

Privatization

9-11:

Calm

12:

Averted

Degeneration: The settlement immediately loses a level of Education, but no longer needs to roll on Education Degeneration.

Privatization: The school system is in dire need. The school's system is changed from public to subsidized or subsidized to private. If the school system is already private, education is immediately reduced by 1 and no longer needs to roll on Education Degeneration.

Catastrophe: The school system must immediately pay twice the cost of growth in education, or education is reduced by 1. He may instead allow the market to take over as if rolling a Privatization result.

Calm: The education system has survived this season without penalty.

Averted: The education system works just fine as is! The ruler no longer needs to roll on Education Degeneration.

Changing Education Systems

A domain ruler may not be satisfied with how his education system turned out. He may desire to publicized sectors of education in the settlement. An education system can be publicized by spending money. This is very expensive, but is popular with the common man. Changing a system from Subsidized to Public requires 2/gp family and gives +1 Morale. Changing a system from Private to Subsidized requires 4/gp family and gives +2 Morale. This does require time to pass, equal to half the time required to build an Education Project of the same size.

Conversely, the ruler may privatize education, but this angers the common man who hates paying for education. Changing a system from Public to Subsidized suffers -1 morale. Changing from Subsidized to Private suffers the settlement a -2 morale penalty. This does require time to pass, equal to half the time required to build an Education Project of the same size.

Adventuring and Education

Education can be supported by adventuring by gifting unique and exotic to the education system for further study. When handing out treasure, the gamemaster may roll a d20. If he rolls a 20, the treasure is suitable treasure for research. When using research, double the gp value when paying for an Education project. For example, an adventuring group finds a horde of treasure. The DM rolls a 20 on a wooden crown worth 500 gp, which is deemed unique and worthy of researching. When used for paying for a Education project, the crown would be worth 1000 gp.

Discoveries

A settlement on occasion will produce ideas which are worth a lot of money. The discovery from a public school systems will make it's way to the ruler's hands. Consider the Market Size one smaller if the school's system is subsidizied. 

Market Size

Discovery Chance

VI

None

V

None

IV

1% each Season per Education level

III

2% each Season per Education level

II

5% each Season per Education level

I

10% each Season per Education level

For every discovery, roll 1d10:

1: Formula. The settlement discovers a formula for a random magic item.

2: Sample: The settlement discovers a single random magic item.

3: Agricultural Breakthrough. The settlement discovers a breakthrough in farming techniques. The domain's land revenue is increased +1/gp family next season.

4: War Tactics. The settlement discovers a breakthrough in military tactics. A commander who uses this tactics receives +1 to his Strategic Ability for one battle. Unless no enemy commanders escape the battle, the bonus is lost for further battles.

5: Holy Site. The settlement has discovered a new way to use apply his religion. While in the settlement, clerics of the main religion gain a new spell, as if under Apostasy.

6: Spell. The settlement has discovered a new spell.

7: Construct. The settlement has discovered a new design for a construct.

8: Crossbreed Template: The settlement has discovered two animals which can be crossbreed with ease. Roll two random monsters. When crossbreed, the cost is reduced by 100,000gp.

9: Social Exploit: The settlement has discovered a way to socially engineer victims. The ruler may either give himself to all +1 to all Hijinks rolls or gain 500 congregants.

10: Racial Discovery. The settlement produces a discovery which is unique to race of the settlement.

Human: A human settlement's discovery is versatile and volatile, rolling twice on the discovery chart, ignoring all results of 10.

Dwarf: A dwarf settlement discovers a new automaton design.

Elf: An elf settlement attracts a magical animal type within 3-miles of his fastness range.

 

Impressive!

Is the time required to elevate a settlement with rank 0 education to having rank 4 education the same as the that required to elevate a settlement with rank 3 education to rank 4 education, or do you subtract the 72 months required to get to rank 3 from the 128 months required to get to rank 4?

With the human racial discovery, does "ignoring all results of 10" mean "if you get a ten, you don't get a discovery" or "if you get a ten, roll again until you get a result that isn't a ten"?

Good stuff.  I like that base ACKs is educational level 0

I wanted to add a few things. such as domain education, education influenced market increases, academies and settlements with preferred proficiencies, but I have yet to find a suitable solution.  Domain education is possible, but it should be much more expensive than a settlement, because of population density compared to settlements. Education influenced markets is a possibility, but I have yet to put any real thought into a working ruleset. Academies and preferred profiencies is something I really want to add, as it gives characters from each city a unique flavor.

I also want to add a Radicial Idea chart! While the chart will probably not add mechanics, it can enflame interesting philosphical character divides within the game.

Also, the GP gained from subsidized and private markets are way too high currently, especially at Education 4. Orginally, the morale penalty was a flat modifier, but accretion based morale is more fun. I never fixed the math. I'll fix that in a bit!

[quote="GMJoe"] Is the time required to elevate a settlement with rank 0 education to having rank 4 education the same as the that required to elevate a settlement with rank 3 education to rank 4 education, or do you subtract the 72 months required to get to rank 3 from the 128 months required to get to rank 4? [/quote]

The math behind Education levels is designed to build upon the former level. A settlement must purchase and complete Education 1, before it can go into Education 2. I'll add a little clarity when I proof the many grammar and spelling errors.

> With the human racial discovery, does "ignoring all results of 10" mean "if you get a ten, you don't get a discovery" or "if you get a ten, roll again until you get a result that isn't a ten"?

> >

As designed, a roll of a second "10" doesn't grant a discovery, as it is designed to be explosive: dangerous but rewarding. I'm actually leaning towards the "10" result giving a Radical Idea instead of no result! 

This is great! Can we make this an AXIOMS article?

[quote="Alex"]

This is great! Can we make this an AXIOMS article?

[/quote]

Sure. I would love this to reach more eyes.

I have some more questions.

What proficiencies do you need to teach someone a proficiency? The "Manual of Teaching" proficiency helps, but you've provided no guidence as to what you need to teach someone a proficiency beyond that. Could one PC teach another PC one of their proficiencies, or teach one of their henchmen?

If you have used the personal learning rules to "accellerate your acquisition of proficiencies," how does this affect when you learn proficiencies due to aging? For example, if I (a spritely new character) train for two months and gain a new proficiency, do I "lose" the proficiency I'd gain after five years, or the one I'd gain after 70 years? And if I go through an intensive 60-month training course and learn all four proficiencies, do I then become completely incapable of learning as I age? Oh, and if I age five years and earn a proficiency due to aging but then start persuing education, do I have to spend two months or eight to learn a proficiency through being trained?

Why does the amount of gold per month that a tutor demands in exchange for teaching me the first rank of a proficiency depend on the number of unrelated proficiencies I've learned from other tutors?

[quote="GMJoe"]

What proficiencies do you need to teach someone a proficiency? The "Manual of Teaching" proficiency helps, but you've provided no guidence as to what you need to teach someone a proficiency beyond that. Could one PC teach another PC one of their proficiencies, or teach one of their henchmen? [/quote]

To teach one person, the character just needs the proficiency and time. Manual of Teaching allows a character to teach a group.

>

> >

If you have used the personal learning rules to "accellerate your acquisition of proficiencies," how does this affect when you learn proficiencies due to aging? For example, if I (a spritely new character) train for two months and gain a new proficiency, do I "lose" the proficiency I'd gain after five years, or the one I'd gain after 70 years? And if I go through an intensive 60-month training course and learn all four proficiencies, do I then become completely incapable of learning as I age? Oh, and if I age five years and earn a proficiency due to aging but then start persuing education, do I have to spend two months or eight to learn a proficiency through being trained?

> >

I am not quite sure. Those rules are from the AXIOM article "ACKS 2e". The article also supports 'respeccing' your proficiencies, but was left out because it had no direct connection with the education rules. 

>

> >

Why does the amount of gold per month that a tutor demands in exchange for teaching me the first rank of a proficiency depend on the number of unrelated proficiencies I've learned from other tutors?

> >

Also partially from the AXIOM article. From my understanding, it's both a game conceit and based on the philosphy that it's harder to teach a man full of knowledge than one who knows very little.

[quote="Grubsnatcher"] To teach one person, the character just needs the proficiency and time. Manual of Teaching allows a character to teach a group. [/quote]

[quote="Grubsnatcher"] Also partially from the AXIOM article. From my understanding, it's both a game conceit and based on the philosphy that it's harder to teach a man full of knowledge than one who knows very little. [/quote]

It being harder to learn when you've already learned a bunch is not unreasonable, but that explains the increased time required to learn, not the increased wages of the teacher. After all, the skill of the teacher and how much effort they have to expend each day is exactly the same regardless of who they're teaching.

I point this out because sooner or later my players will try to make money teaching, and will inevitably ask me how many potential-students-who've-already-learned-three-proficiencies-and-want-to-learn-a-fourth-new-proficiency-that-the-PC-happens-to-know are available in a given market, and I'll need an answer. 32 months of guaranteed employment at 500 gp per month is not to be sneezed at, especially at first level, and especially if you have Manual of Teaching and can simultaneously teach 50 students all paying that same price. "Welcome to Bargaining 101 for Senior Citizens, everyone!"

[quote="GMJoe"]

I point this out because sooner or later my players will try to make money teaching, and will inevitably ask me how many potential-students-who've-already-learned-three-proficiencies-and-want-to-learn-a-fourth-new-proficiency-that-the-PC-happens-to-know are available in a given market, and I'll need an answer. 32 months of guaranteed employment at 500 gp per month is not to be sneezed at, especially at first level, and especially if you have Manual of Teaching and can simultaneously teach 50 students all paying that same price. "Welcome to Bargaining 101 for Senior Citizens, everyone!"

[/quote]

Excellent question!

Just like selling, the market class can be reverse purposed to determine how many people are looking for a Sage (500 gp) in a city. So in a class I city, 1d6 people per month are looking for Sages. For those seeking a Sage, half want a private dedicated tutor and the other half want a contract to teach up to 50 students.  The choice depends on the character in question. If he wants to change the world, he teaches 50 students and takes the extra stress. If he wants less stress and a desire to develop a personal bond with his student, he would teach just one student. As a character can only perform one major action per day, he is still invested in only one 500 gp contract.

If the GM desires a little more benefit from each:

  • Private tutoring allows a more personal relationship with the student. A mentor interacting with his student receive +2 to Reaction rolls. Obviously, the character will want to mentor powerful individuals or his children.
  • Group tutoring gives you access to a variety of former students. When looking for help with a task, the character may roll 11+ to garner support from a former student. The tasks will be simple and usually non-dangerous, such as room and board for the night or renting a horse for you in his name. A Reaction Test may be used to convince the former student to do more dangerous tasks.

[quote="Grubsnatcher"]

Academies and preferred profiencies is something I really want to add, as it gives characters from each city a unique flavor.

[/quote]

Quick and dirty rule #1 - if public education and level 3 than the ruler may designate a single general proficiency per market.  All adults in that market will have that proficiency.  If public education is level 4 (along with public education) the ruler may choose two general proficiencies or one class proficiency for that market.

Academys might either:

1) increase # of a particular class (or classes) availible in nearby markets, 

2) provide an increase of education level for a 6 mile hex, increasing the positive results of a new type of domain expenditure - 'propaganda'.  Propaganda can influence morale (or support radicals for those trying to bring down a domain), but only if a certain level of education exists,

3) provide a single proficiency that 1/5 of all peasants in the area will know - may increase domain income for that hex..  

[quote="Grubsnatcher"] For those seeking a Sage, half want a private dedicated tutor and the other half want a contract to teach up to 50 students.  The choice depends on the character in question. If he wants to change the world, he teaches 50 students and takes the extra stress. If he wants less stress and a desire to develop a personal bond with his student, he would teach just one student. As a character can only perform one major action per day, he is still invested in only one 500 gp contract. [/quote]

Wait, so someone training 50 students recieves no more renumeration than someone teaching just one, despite their being 50 times more productive? Why would anyone hire a tutor to train just one minion if they could train an entire unit of cavalry for the same price? What stops PCs from persuading townsfolk and other NPCs to pay 1/50th the price of training to join a 50-person class, thus scoring a discount of up to 98% for that training themselves (in the process undercutting the price of education by the same amount, to the point of making teaching without the "Manual of Teaching" proficiency financially unviable at anything below sage level)?

Incidentally, a sage requires three ranks of the knowledge proficiency, not four. Maybe the "sage" title should replace "professor," and the 4-rank title should be renamed something different?

[quote="GMJoe"]

For those see
king a Sage, half want a private dedicated tutor and the other half want a contract to teach up to 50 students.  The choice depends on the character in question. If he wants to change the world, he teaches 50 students and takes the extra stress. If he wants less stress and a desire to develop a personal bond with his student, he would teach just one student. As a character can only perform one major action per day, he is still invested in only one 500 gp contract.


-Grubsnatcher

 

Wait, so someone training 50 students recieves no more renumeration than someone teaching just one, despite their being 50 times more productive? Why would anyone hire a tutor to train just one minion if they could train an entire unit of cavalry for the same price? What stops PCs from persuading townsfolk and other NPCs to pay 1/50th the price of training to join a 50-person class, thus scoring a discount of up to 98% for that training themselves (in the process undercutting the price of education by the same amount, to the point of making teaching without the "Manual of Teaching" proficiency financially unviable at anything below sage level)?

Incidentally, a sage requires three ranks of the knowledge proficiency, not four. Maybe the "sage" title should replace "professor," and the 4-rank title should be renamed something different?

[/quote]

The Sage is renamed to Master.

Each of the age-related general proficiency “slots” are named. The proficiency gained after 5 years is the Early proficiency, 15 years is the Intermediate proficiency, 35 years is the Advanced proficiency and 70 years is the Late proficiency.

A character may teach a single other character a first rank general proficiency in the Early slot, a second rank of the same proficiency in the Intermediate slot, a third rank of the same proficiency in the Advanced slot and a fourth rank of the same proficiency in the Late slot. The teacher can teach up to one less than his rank in the Proficiency.

One level of Manual of Training allows a character to teach up to 50 students instead of a single student. The character may teach at his rank of proficiency, instead of one less.

For example, a character with three ranks of Bargaining and a single rank of Manual of Teaching can train a single or group of students the first ranks of Bargaining in the Early and Intermediate slots. He may teach the second rank of Bargaining in the Intermediate or Advanced slot. He may teach the third rank of Bargaining in the Advanced slot. If he decides to be hired on a teacher, he gains gp as he is was a Professor.

A character may teach according to his combined ranks of his highest proficiency and manual of teaching, as express in the chart below.

 

Ranks of Manual of Education

Ranks of Proficiencies

0

1

2

3

4

1

None

Tutor

Teacher

Professor

Master

2

Tutor

Teacher

Professor

Master

Master

3

Teacher

Professor

Master

Master

Master

4

Professor

Master

Master

Master

Master

I plan to streamline this later this month, but this is my current springboard.

I assume you can still teach the first rank of a new proficiency in the intermediate slot.

Your table suggests that someone with one rank of craft:armourer and three ranks of manual of teaching could train a master armourer (which takes three proficiencies), which is to say, they could train someone to be substantially better than themselves at something they have only an apprentice's level of skill at. Is this intended?

It also suggests that it's impossible to train someone to the highest rank of any given proficiency without manual of teaching - which suggests that most people reach the "journeyman" rank and then have to learn the rest through expeirence, which makes perfect sense. Good job on that part.

[quote="GMJoe"]

I assume you can still teach the first rank of a new proficiency in the intermediate slot.

Your table suggests that someone with one rank of craft:armourer and three ranks of manual of teaching could train a master armourer (which takes three proficiencies), which is to say, they could train someone to be substantially better than themselves at something they have only an apprentice's level of skill at. Is this intended?

It also suggests that it's impossible to train someone to the highest rank of any given proficiency without manual of teaching - which suggests that most people reach the "journeyman" rank and then have to learn the rest through expeirence, which makes perfect sense. Good job on that part.

[/quote]

The intent of the Manual of Teaching is to allow a character to be hired as a higher-paid teacher for each point of Intelligence invested in redundant proficienies during character creation. 

Yes, a character with one rank of Manual of Teaching and one rank in a proficency can teach the first rank of new proficiency in the Early or Intermediate slot. I have been considering removing the manual of teaching bonus to teach at equal to Proficiency rank instead of -1, as it does alter the math in undesireable ways.

RAI is to allow a character with one rank of Craft:Armorer and three ranks of manual of teaching to teach the first rank of Craft:Armorer in the Early, Intermediate or Advanced slots. He cannot teach the second rank of Craft:Armorer in any slot.

...

If you have used the personal learning rules to "accellerate your acquisition of proficiencies," how does this affect when you learn proficiencies due to aging? For example, if I (a spritely new character) train for two months and gain a new proficiency, do I "lose" the proficiency I'd gain after five years, or the one I'd gain after 70 years? And if I go through an intensive 60-month training course and learn all four proficiencies, do I then become completely incapable of learning as I age? Oh, and if I age five years and earn a proficiency due to aging but then start persuing education, do I have to spend two months or eight to learn a proficiency through being trained?

You lose the proficiencies in reverse chronological order. So first you lose the 70 year proficiency. If you go through the intensive training course, you become incapable of learning as you age, as you are focused on maintaining your existing skills. If you've already earned one or more proficiencies through aging, you have to spend as if you'd learned them through training, so eight months.

[quote="Grubsnatcher"] RAI is to allow a character with one rank of Craft:Armorer and three ranks of manual of teaching to teach the first rank of Craft:Armorer in the Early, Intermediate or Advanced slots. He cannot teach the second rank of Craft:Armorer in any slot. [/quote]

In that case, you should amend your table like so:

 

Ranks of Manual of Education

Ranks of Proficiencies

0

1

2

3

4

1

None

Tutor

Tutor

Tutor

Tutor

2

Tutor

Teacher

Teacher

Teacher

Teacher

3

Teacher

Professor

Professor

Professor

Professor

4

Professor

Master

Master

Master

Master

 

Also, about these two quotes:

[quote="Grubsnatcher"] A character may teach a single other character a first rank general proficiency in the Early slot, a second rank of the same proficiency in the Intermediate slot, a third rank of the same proficiency in the Advanced slot and a fourth rank of the same proficiency in the Late slot. The teacher can teach up to one less than his rank in the Proficiency. [/quote]

They appear to be in a state of contradiction. Who should I believe?

[quote="GMJoe"]

They appear to be in a state of contradiction. Who should I believe?

[/quote]

Alex. I'll adjust the rules to account for this new insight.