retainer changes
Posted by Tehom on 11/25/18
I made a number of changes aimed specifically at sustainability for GM time. This is only a first pass, more changes are in the works. First, I'm going to nerf using a bunch of investigation assistants mighty hard. I'm not mentioning names, but having 21 investigation retainers distorted the hell out of the time required by GMs to write clues. So:
Non-animal retainers now require real xp to be transferred to them before they can be trained successfully. The xp they receive from transfers is the cap for the amount they can receive from training. Investigation retainers beyond the first (the one with the highest combination of investigation/investigation_assistant remains unchanged) have had their investigation_assistant ability and investigation skills resource costs refunded and the skill/ability wiped. The investigation assistant ability now acts as a cap to the rolls of npc assistants, and they no longer benefit from reduced difficulty compared to PCs. Lower-end investigations have been made easier by a random roll that's compared to the sum of rolls, using whatever is higher.
Non-animal retainers now require real xp to be transferred to them before they can be trained successfully. The xp they receive from transfers is the cap for the amount they can receive from training. Investigation retainers beyond the first (the one with the highest combination of investigation/investigation_assistant remains unchanged) have had their investigation_assistant ability and investigation skills resource costs refunded and the skill/ability wiped. The investigation assistant ability now acts as a cap to the rolls of npc assistants, and they no longer benefit from reduced difficulty compared to PCs. Lower-end investigations have been made easier by a random roll that's compared to the sum of rolls, using whatever is higher.