Training
Training is a vital part of the the roleplay on the server, and what many spend their time in RP doing. It is what typically allows people to rank up their abilities and thus grow their characters in strength.
Training itself is done through what is known as the Milestone System.
What the scallop? What is this Milestone System?
Prior to this, training was based around a set amount of hours one would do in order to rank up an ability. This was all perfect and well during COVID when people were free 24 hours a day, but with jobs and more, it was ultimately decided the Training System needed to shift in a manner that accommodated a post-COVID world.
The Milestone System focuses on setting characters a certain amount of "tasks" or "missions" they must complete in order to rank up an ability, with cooldowns between each one.
This allows people with busy schedules to get the most training possible in the most entertaining way possible, while also being as efficient with time by causing overlap with regular casual RP and events.
The Basics
Starting from the first level of an ability, Begun Training, one must complete 5 tasks related to the ability in order to reach the point where they need to acquire a feat. Once all five tasks are completed, and the feat is acquired, they rank up to the next level of ability (after submitting the tasks and feat for review).
Each task will have a set amount of time between them, a cooldown. This means that until the cooldown has elapsed, one cannot do the next task of the ability. The amount of time is directly attached to the task directly above it, and it can be subject to a decrease or increase from a variety of factors.
Teaching
Teaching is a very important part of learning, I don't think I need to tell any of you that. In any case, your characters may need teachers to learn, and more importantly, to get things done faster.
Teachers are the only ones able to inform individuals within RP what the tasks are in order for characters to complete them. Once a character reaches the level of Proficient in an ability, they no longer need a teacher to instruct them.
However, you can be taught by anyone who has the ability at the level of Skilled or higher. However, just remember, you cannot be taught by someone who is at the same or equal level in the ability to yourself. But teaching is important and must be done IRP.
For example, if the task is to defeat 10 enemies with the ability, then the teacher must inform the other character that is what they must do.
An Important Note
The teacher in question cannot just say "do that lol". They must be present, running a training session/scenario, be it a real combat scenario turned into training, or a simple exercise.
This isn't always the case. Some tasks will be legitimate combat encounters, and in which case, the teacher won't need to make it into a training and simply doing the task is enough. You can, of course, based on what you want, make it so your teacher is like "oh yeah you gotta beat up this guy is this specific way".
Remember, you cannot be taught by someone who has a lower level or equal level in the ability.
The Skill of the Teacher
The skill the teacher has in the ability can make the world of difference!
Being taught by someone who is Skilled quadruples the time between the current task and the next.
So, the required time between now and the next step is multiplied by 4.00.
Being taught by someone who is Proficient doubles the time between the current task and the next.
So, the required time between now and the next step is multiplied by 2.00.
Being taught by someone who is Highly Proficient reduces the time between the current task and the next by 5%.
So, the required time between now and the next step is multiplied by 0.95.
Being taught by someone who has Mastery reduces the time between the current task and the next by 10%.
So, the required time between now and the next step is multiplied by 0.90.
Being taught by someone who has Extreme Mastery reduces the time between the current task and the next by 20%.
So, the required time between now and the next step is multiplied by 0.8.
Being taught by someone who has The Mastery reduces the time between the current task and the next by 30%.
So, the required time between now and the next step is multiplied by 0.7.
Being taught by someone who is The Master does two things.
Reduces the required time between the current task and the next by 50%.
So, the time between now and the next step is multiplied by 0.5.
Allows one to skip getting a feat if they were taught by The Master for 3 or more of the tasks in that level.
Doing the Teaching
If your character teaches 40 steps or more across any number of people, and at a level that is determined as sufficient quality, then this will be rewarded.
The reward will be access to the potency tree for that ability, which when one completes, gives the ability in question at the Potent level. This increases the ability to a slightly higher level, giving one the edge against people who don’t have it at a Potent level.
Focusing on One Ability
Sometimes, you really just want to grind that one ability and nothing else. After all, while diversification is great, there may be that one ability that just hits the sweet spot.
If it is the case that you want to do so, for the levels of Mastery or lower, you now can just grind out one ability and nothing else. However, you cannot use this when the ability is at Begun Training or Skilled. This is only available for Proficient and higher.
The process for this is simple:
You must declare which ability you wish to completely focus on by DM'ing stemmedaxis06. As soon as you do so, that decision is locked in until you reach the next level of the ability. And this doesn't mean just until you focus on the tasks. Until the process of placing all five tasks and the feat in #follow-up, getting the upgrade approved and placed on your profile, you are not allowed to train in ANY other ability or claim any feats for any other ability. Furthermore, roulettes are barred from use during this time.
However, while you are focusing on that one ability, all cooldowns for that one ability are reduced by an additional 25% (meaning you multiply the cooldown by 0.75).
As a warning, if it is discovered tasks for other abilities were done during this period of single ability focus, your character will be nerfed. Simple as.
Follow Up
Follow Up? How about I kill you how 'bout that?
In all seriousness, this part is quite important, so actually pay attention and read this.
When you submit an ability upgrade request, you MUST submit message links to every step and where it was completed. Furthermore, it must be done in a channel a DM has access to, and hopefully with training sessions that were DM’d by a Dungeon Master.
Please note, these message links should also cover any context needed for me to understand the task. For example, if you tricked someone into thinking you didn't know they were a Force User when you actually did, please submit the message link of you finding out they were a Force User in the first place.
If you fail at doing providing any message links, you will be denied a level up in the ability until the proper message links are provided.
If there are signs of tampering with the process, trying to work around the process for shortcuts through any method that’s not legitimate, then more deliberate and harsh punishments will be put in place.
If the task was not done at a suitable level of quality, it will also be denied. Say the task says “do something for thirty minutes”, you can’t say “ I do this thing” and then go afk for half an hour. It is the responsibility of both player and the DM overseeing the task to make sure the task is at least stimulating.
The Creation/Addition of New Abilities
Want to add your Custom Sex Hand Jutsu Hand-to-Hand Combat to your character sheet? That's perfectly fine.
If you are inquiring how to train in an ability that you have created, isn’t listed on the website, or lacking information for any reason; DM #StemmedAxis06.
From there, I will see to creating a new tree for that ability as soon as possible.
Group/Standard Training
Por favor Windu, how will we stop the ARCs from becoming Tier 0 and nuking us all from this plane of reality?
Not to worry, I hear you. This is how Group Training will work from here on out!
When a person belonging to a Standard Profile, or is closely associated with the group, does training; they gain points!
Every time they level up an ability individually, they gain 5 points. These keep adding up until it reaches a point where the Group Leader/High Command can choose to spend these points on any of the Standards belonging to their group.
Upgrade costs will be as such:
Upgrading an ability from Begun Training to Skilled will cost 15 points.
Upgrading an ability from Skilled to Proficient will cost 25 points.
Upgrading an ability from Proficient to Highly Proficient will cost 35 points.
Upgrading an ability from Highly Proficient to Mastery will cost 50 points.
Upgrading an ability from Mastery to Extreme Mastery will cost 65 points.
Upgrading an ability from Extreme Mastery to The Mastery will cost 75 points.
Groups can also purchase new abilities for the Standard Profiles for a certain amount of points depending on the ability.
Now, as for this point system, the values may be adjusted to more or less depending on how things turn out. The most important thing to note is, it's not concrete, and just go with the flow for now.
Furthermore, do not worry about logging points either. I will do so in a Google Document and be able to tell factions how many points they have upon their request.
Feats
Ya know, the things at the bottom of your body?
Feats work as before. At the end of the five stages, one must get a feat in order to upgrade the ability.
Feats are usually approved at a higher chance of likelihood if they are done in an event, or a scenario which has the chance of causing serious injury or a PK to the character.
They are also more likely to be approved if a GDM was running the session where the feat is being acquired.
Likeness Bonus
The Likeness Bonus is changing a little bit, but still provides a helping hand to learning an ability similar to one your character already knows.
Note: These do NOT stack in any way. If you are at Mastery for a Likeness Ability, you can’t also use the one for having it at Highly Proficient or Proficient. If you have two Likeness Abilities, these do not double up.
Having a Likeness Ability at Proficient allows one to skip one task at some point in learning the ability (Single Use)
Having a Likeness Ability at Highly Proficient allows one to skip two tasks at some point in learning the ability (Single Use)
Having a Likeness Ability at Mastery reduces the cooldowns of that ability by 2.5%, or rather, multiplying every cooldown by 0.975.
Having a Likeness Ability at Extreme Mastery reduces the cooldowns of that ability by 5%, or rather, multiplying every cooldown by 0.95.
Having a Likeness Ability at The Mastery allows one to start learning and doing tasks on their own after the first task is done; reduces the cooldowns of that ability by 7.5%, or rather, multiplying every cooldown by 0.925.
Having a Likeness Ability at The Master allows one to start learning from the level of Proficient after the first task is done; reduces the cooldowns of that ability by 10%, or rather, multiplying every cooldown by 0.9; as well as removing the need to acquire feats for every level up to Proficient.
Likeness Abilities
Below are the list of abilities that receive a likeness bonus from knowing another ability at Proficient or above. It should be noted that some abilities cannot be found here due to being part of the Prerequisite section.
Rakatan Force Saber Combat receives a likeness bonus from Juyo.
Makashi, Soresu, Ataru, Form V, Niman, and Juyo receive a likeness bonus from Shii-Cho.
Dagger Combat receives a likeness bonus from Knife Combat.
Knife Combat receives a likeness bonus from Dagger Combat.
Shii-Cho receives a likeness bonus from Temple Sabre Combat.
Blaster Rifles receive a likeness bonus from Blaster Carbines.
Blaster Carbines receive a likeness bonus from Blaster Rifles.
Blaster Rifles receive a likeness bonus from Disruptors.
Kinetic Rifles receive a likeness bonus from Blaster Rifles.
Sniper Rifles receive a likeness bonus from Blaster Rifles.
Blaster Rifles receive a likeness bonus from Sniper Rifles.
Electrostaffs receive a likeness bonus from Staffs.
Handmaiden Hand-to-Hand receives a likeness bonus from Temple Hand-to-Hand and Street Hand-to-Hand.
Dun Moch receives a likeness bonus from Manipulation.
Slicing receives a likeness bonus from Mechanical Mind.
Throwing Knives receives a likeness bonus from Throwables.
Force Deflection receives a likeness bonus from Tutaminis.
Force Barrier receives a likeness bonus from Protection Bubble.
Telekinetic Lightsaber Combat receives a likeness bonus from Saber Throw and Saber Barrier.
Saber Barrier and Saber Throw receive a likeness bonus from Telekinetic Lightsaber Combat.
Force Crush, Force Kill, and Force Wound all receive likeness bonuses from one another.
Dominate Mind receives a likeness bonus from Mind Trick.
Force Destruction and Force Burst receive likeness bonuses from one another.
Wall of Light receives a likeness bonus from Force Light.
Pyrokinesis receives a likeness bonus from Alter Environment, and vice-versa.
Prerequisite Abilities
Prerequisite abilities are abilities one must learn before learning other abilities. The ability must be at a minimum of Proficient before learning the next stage of the ability. This will be noted on the actual ability page.
These are listed below:
One must learn Force Push before learning Force Wave, Force Repulse, Force Blast, Force Burst, Force Destruction, Force Throw, and Force Whirlwind.
One must learn Force Pull before learning Force Rend and Force Disarm.
One must learn Force Grip before learning Force Kill, Force Crush, and Force Orb.
One must learn Force Lightning before learning Force Storm (Lightning Variant), Chain Lightning, Lightning Shield, Lightning Grenade, Lightning Bomb, and Lightning Burst.
One must learn Force Slow before learning Force Affliction.
One must learn Force Affliction before learning Force Plague.
One must learn Force Fear before learning Force Horror.
One must learn Force Horror before learning Force Insanity.
One must learn Prakith Hand-to-Hand Combat before learning Knights of Prakith Hand-to-Hand Combat.
One must learn Jetpacks before learning Mandalorian Sabre Combat.
Injuries
Yowza, that hurt!
Being injured can affect a character a great deal, and this should be reflected in their ability to train.
Physical Injuries
Having a minor injury (cuts, concussion, illness, etc.) will result in cooldown time being worth 5% less.
So, whatever time you spend in Cooldown while injured gets multiplied by 0.95, until the condition is treated and cured.
A quick example for future reference: say you spend 10 hours in Cooldown while having a minor injury, then those 10 hours instead contribute 9.5 hours to the overall Cooldown.
Having a moderate injury (gashes, bedridden, hospitalisation, could die if untreated, etc.) will result in cooldown time being worth 15% less.
So, whatever time you spend in Cooldown while injured gets multiplied by 0.85, until the condition is treated and cured.
Having a serious injury (will die if left untreated, and for the post-healing period, etc.) will result in cooldown time being worth 75% less.
So, whatever time you spend in Cooldown while injured gets multiplied by 0.25, until the condition is treated and cured.
Having a nigh-fatal injury (will die if not immediately treated, and for the post-healing period, etc.) will mean the player cannot train with that character until they are cured.
The negative effects of Physical Injury do not apply to those who have the Extreme Willpower ability.
Cybernetics prevent Force Users learning energy projection/absorption-based abilities in the areas where those cybernetics are present.
Mental Injuries
Exhaustion from lack of sleep, physical drain, or doing too many training tasks a day (players are unable to train more than twice a day); will result in Cooldown time being worth 20% less until the issue is resolved.
So, whatever time you spend in Cooldown while exhausted gets multiplied by 0.8, until the condition is treated and cured.
Does not apply to those with Extreme Willpower.
Insanity/Mental Instability will result in Cooldown time being worth 10% less until the issue is resolved.
So, whatever time you spend in Cooldown while insane/unstable gets multiplied by 0.9, until the condition is treated and cured.
Does not apply to those:
With Extreme Willpower.
With any Fallen balance.
Granted individual exceptions.
Grief/Depression will result in Cooldown time being worth 15% less until the issue is resolved.
So, whatever time you spend in Cooldown while grieving/depressed gets multiplied by 0.85, until the condition is treated.
Those with Extreme Willpower suffer a 0.25 multiplier instead.
Does not apply to those:
With any Fallen balance.
With a balance less than 10
Nightmares will result in Cooldown time being worth 5% less until the issue is resolved.
So, whatever time you spend in Cooldown while having nightmares gets multiplied by 0.95 for the next 24 hours.
Does not apply to those with Extreme Willpower.
Weapon Instinct
This guy knows his weapons...
Weapon Instinct remains mostly the same in the fact it only applies for skills that fall under the umbrella of All Weapon Types. It now, however, follows a similar format to the likeness bonus.
Having Weapon Instinct at Skilled or Proficient allows one to reduce a Cooldown by half at some point while learning an ability (Single Use Each Ability)
Having Weapon Instinct at Highly Proficient allows one to reduce a Cooldown by half twice while learning an ability (Single Use Each Ability)
Having Weapon Instinct at Mastery allows one to reduce a Cooldown to zero at some point while learning an ability (Single Use Each Ability), and allows one to start learning and doing tasks on their own from Skilled as opposed to Proficient.
Having Weapon Instinct at Extreme Mastery allows one to reduce a Cooldown to zero twice at some point while learning an ability (Single Use Each Ability), and allows one to start learning and doing tasks on their own after the first task is done.
Having Weapon Instinct at The Mastery allows one to reduce a Cooldown to zero twice at some point while learning an ability (Single Use Each Ability), and allows one to start learning and doing tasks on their own after the first task is done, and removes the need to get feats for levels up to Proficient.
Having Weapon Instinct at The Master allows one to automatically get a Weapon Type or Equipment at Highly Proficient as soon as they pick it up for the first time.
Null-class ARC Troopers
*microwave noises*
The Null-class ARC Troopers have the Cooldown timers they need to reach reduced by 10%, due to genetic enhancement (does not apply after reaching Mastery)
Equipment
There's a reason Batman carries a utility belt ya know?
Equipment tasks mirror those of their parent ability exactly, except the final two tasks for each ability increase are removed, i.e. players only need to do three tasks per ability level as opposed to five. These will always be the last two tasks, not two tasks of choice. Furthermore, feats are still required.
If the equipment you are training in does not fall into any matching parent ability, then DM #StemmedAxis06 and make an inquiry into what it would look like. This would result in a match being made, or the creation of a new ability task-tree.
Force Users
One of the RP subsections of all time.
Note all these multipliers only apply to Force Abilities and Lightsaber Forms.
Midichlorian Count
A Force User’s midichlorian count (a random number assigned when creating the profile) alters the times and ease one is able to rank up an ability through the training system. The powerhouse of the cell.
It goes as follows, where x is the character’s count:
5000 < x ≤ 6000
The set Cooldown time is reduced by 2.5% (multiply the required Cooldown by 0.975)
6000 < x ≤ 8000
The set Cooldown time is reduced by 5% (multiply the required Cooldown by 0.95)
8000 < x ≤ 11,000
The set Cooldown time is reduced by 7.5% (multiply the required Cooldown by 0.925)
11,000 < x ≤ 13,000
The set Cooldown time is reduced by 10% (multiply the required Cooldown by 0.9)
13,000 < x ≤ 15,000
The set Cooldown time is reduced by 12.5% (multiply the required Cooldown by 0.875)
15,000 < x ≤ 17,000
The set Cooldown time is reduced by 17.5% (multiply the required Cooldown by 0.825)
17,000 < x ≤ 19,000
The set Cooldown time is reduced by 25% (multiply the required Cooldown by 0.75)
19,000 < x ≤ 20,000
The set Cooldown time is reduced by 40% (multiply the required Cooldown by 0.60)
20,000 < x ≤ 22,000
The set Cooldown time is reduced by 55% (multiply the required Cooldown by 0.45)
22,000 < x ≤ 25,000
The set Cooldown time is reduced by 70% (multiply the required Cooldown by 0.3)
25,000 < x ≤ 27,000
The set Cooldown time is reduced by 85% (multiply the required Cooldown by 0.15)
27,000 < x
The set Cooldown time is reduced to 1 Day.
Light Side
With this new Training System, Light Side multipliers/factors have been removed completely.
Dark Side
Falling to the Dark Side is a big change in a Force User’s lifestyle, and it affects their capacity in training greatly. In a multitude of ways:
Fallen Balance
Having any of the Fallen balances permits Darksiders to take a shortcut once per ability. This means that they can choose to skip one of their tasks for any ability they learn, be it non-Force User or Force User. This can be used at any point in the ability, being used to skip a task because the user is impatient, or used tactically to skip a particularly difficult task.
Killing your Master; Killing a Loved One (player character or well-established GDM approved NPC); Killing a fellow Sith (player character) (if the player themselves are Sith)
Doing so will allow the character to take a random shortcut on an ability of their choice. For whatever task they are situated at in an ability, jump them to another task in the same 5-step tree (i.e. if they are in the Proficient section, they can only jump to another random task ahead in the same Proficient section)
Violating the Symbiosis
This involves the killing of the unarmed and innocent, while enjoying it. A Darksider can do this during their Cooldown to reduce it. This stacks for every person they kill, every individual providing 1% to a maximum of 20%.
The RP itself must be DM’d by a GDM, or a chosen GDMH by a GDM.
Being close to a Dark Side Nexus/World will change whatever Cooldown time you spent near the Nexus (For example, if you spent an hour in Cooldown on Dagobah, it would instead be worth 2 hours).
Dagobah gives a 2.0 multiplier
Korriban gives a 2.0 multiplier
Malachor gives a 2.5 multiplier
Dromund Kaas gives a 1.5 multiplier
Coruscant Jedi Temple gives a 3.0 multiplier
Being near Darth Sidious gives a 2.25 multiplier
Nathema gives a 1.10 multiplier
Vjun gives a 1.8 multiplier
Yavin IV gives a 1.9 multiplier
Byss gives a 2.75 multiplier
Valley of the Jedi gives a 2.5 multiplier
Dathomir gives a 2.0 Multiplier
Malrev IV gives a 1.1 Multiplier
Mustafar gives a 1.3 Multiplier
Trinta gives a 1.8 multiplier
Acablas gives a 1.05 multiplier
Zigoola gives a 2.85 multiplier
Voss gives a 1.10 multiplier
Almas gives a 1.3 multiplier
Rakatan Ruins on Dantooine gives a 1.5 multiplier
Dxun and Onderon give a 1.8 multiplier
Upekzar gives a 1.75 multiplier
Athiss gives a 1.10 multiplier
Ambria gives a 2.6 multiplier
Craci gives a 20.0 multiplier, for any Force User. Do so at your own risk.
The Three Stooges
The Three Stooges (Combat Assimilation, Pattern Recognition, and Force Replication) can be found here.
Some Clarification Stuff
Increasing Speed and the Point System
A page on increasing your speed and potentially other stats can be found:
Legitimate Combat Encounter
God those three words crop up a lot don't they. Even I started to write them on instinct when doing the task.
But what do they mean?
A Legitimate Combat Encounter is, by definition:
A Combat Encounter in which, at minimum, the opponent has no reason to let you win or let you complete your task; and as a standard, should be trying to win the encounter themselves. A Legitimate Combat Encounter has consequences for players if lost, thus it should be in a player's best interest to win them.
Pretty heavy stuff right? The reason this was implemented was to ensure the actual completion of the task was being done due to the skill of the player, as opposed to the opponent going easy on them. Or the DM deliberately rigging things to allow someone to complete their task.
Losing a Legitimate Combat Encounter usually involves injury, capture, some other negative consequence; or potentially, if things get really rough, death.
Here are some tips in order to make sure a Legitimate Combat Encounter is, in fact, legitimate:
Do not tell anyone you are doing a task. If the DM and the opponent don't know you're gunning for a task result, how could they rig things against you? But, of course, that begs the question what do you do in a Legitimate Combat Encounter against NPCs, or one that doesn't specify player or NPC? Well...
Get a Dungeon Master who is an asshole. Or in simpler terms, get a Group Dungeon Master to DM your legitimate combat encounter. The best bet in terms of getting a DM who will ensure a combat encounter is legitimate.
Be honest with yourself. If you've gone about the Legitimate Combat Encounter in a way that you know is not the most honest way of doing it, well then it's probably not legitimate. I'll find out anyway, so save the time for everyone and just do the Legitimate Combat Encounter properly.
Remember, if a task is too difficult or something's going wrong with it, reach out to #StemmedAxis06 and potentially get the task remade for you. This also applies if you feel a task will seriously undermine your character and cause any degree of character assassination. The tasks are in service of the players, not the other way around. Remember that!
Equal-Tiered Opponents
Equal-Tiered Opponents! Who are they?! And where can I find them?!
The reasoning for finding an equal-tiered opponent is to ensure doing the task is actually fair and balanced, and you don't accomplish the task through any of means than the merit of the attempt itself.
Well, given some difficulty, this is being slightly altered. Which will be outlined below:
If one cannot find an equal-tiered opponent, as a start, one may dip into the Tier below without making any alterations to their character; as long as the fight is balanced. For example, you might be in Tier Low 1, but an opponent who fits the bill for the task might be in Tier High 2 or maybe even Middle 2. You are allowed to dip into some sub-tiers below if you need to. Remember, fairness and balance is important.
If you still are struggling to find an opponent, there is another option. You may fight any opponent on the Tier List, with the following conditions:
You must equalise your speed with your opponent, to ensure no speed advantage is used. If your opponent uses a speed enhancer, you are not allowed to increase your speed to match that. If anything, beating them even with that difficulty would increase the legitimacy of your task. There are exceptions to this, so be sure to DM stemmedaxis06 if you think your case may be one.
You must use no other ability but the one you are doing the task for, unless the task states you need to use more than one. You may also not win through equipment, or any other thing that is not the tasked ability; unless the task specifically states otherwise.
Lastly, you cannot accomplish the task through sheer skill difference. As in, if you are Extreme Mastery and pick a fight against someone with Skilled and Proficient abilities, even if you equalise your speed, this would not be allowed. Situations like these will be analysed on a case-by-case basis.
The most important thing to remember is that you must submit completed tasks to the #follow-up channel. If I don't believe you followed the above criteria well enough, or still won through a merit that wasn't based on the task itself, the task submission will simply be rejected.
A Quick Note
If the task specifies an opponent equal within your Sub-Tier, then the situation gets a bit more complicated. Reach out to stemmedaxis06 in DMs if you are struggling with a task that asks for such a thing, and a solution will be found.
Going About Tasks
I HATE DOING THINGS IN ORDER, I AM GOING TO COMMIT LIGHT WAR CRIMES IN THE BALKANS AS A RESULT OF MY RAGE WHICH KNOWS NO BOUNDS.
That's you.
Yes, strictly speaking, you can do the tasks in any order and there's nothing stopping you from doing so. As long as they're in the same bracket, i.e. Proficient to Highly Proficient, then you can do any of those 5 in order.
Now, before I go to the exceptions for this, I am going to stress that doing the tasks in order is highly recommended for both the best experience and simplicity. The tasks, for a lot of the abilities, have been put in a deliberate order to show progression, and even in some of them, a small narrative arc for the player. So, there's that.
Onto the legitimate exceptions you cannot do tasks out of order:
This is not the case for tasks which are objectively harder than any of the other tasks around it. This can usually be told at a glance, or if it seems to be an evolvement of one of the four other tasks around it. If you are unsure if a task is more difficult, ask your GDM for clarification if it is.
And as a reminder, the cooldowns are directly linked to the task that takes place before them; not just say, the third cooldown listed is for whatever task you happen to do third if for whatever reason you happen to do them out of order. Some cooldowns are lower to make up for the difficulty or forced length of a task on occasion.
The last task cannot ever be done out of order. You must always do the last task last. And the same goes for the first task. The first task must always be done first.
Anyway, that's all. This section may be updated in the future with more Frequently Asked Questions.
Remaking Tasks to Suit You
The Reading Comprehension Devil got some people again. Allow me to emphasise the case of getting a task remade to suit a specific situation.
There may be times where a task just doesn't really make sense for your current situation, or perhaps you are in an RP plot that doesn't allow you to get away and get that one pesky task done. This is a completely understandable situation to be in, don't worry!
The most important thing to remember is inherently, the tasks are part of a Milestone system. So, training is more interested in seeing you progress for things at a certain skill level or difficulty level, rather then following the specific wording of a task or fetch quest.
Now, it really should be emphasised that you should always strive to do the task as it says, but it isn't essential. The most important thing you must remember is this:
Follow the heart of the cards and spirit of the task more than anything. Approach the task with honesty and try to actually attempt the challenge, as opposed to taking the path of least resistance.
Now we've got that out of the way, lets discuss what to do if you find yourself in the situation where a task needs changing:
Look at the task you are stuck on. What is it asking you to do? What seems to be the general theme of what it is getting you to attempt? What is it trying to make you showcase?
Analyse the difficulty of the task. Is there anything the DM of where your character is can throw at you that is of equal difficulty? Is there anything the character that is your character's teacher can come up with that is also suitable? Can you slightly reword the task? Or do you need to come up with a completely new one?
Once you have that sorted out, with an alternative in mind, DM stemmedaxis06 and get approval for the task change. If you don't get approval within 24 hours, you may get permission from your Group Dungeon Master for the task shift.
Again, the most important thing to remember is to approach the task honestly, and follow the whole point of training honestly to keep RP balanced and fair, but also rewarding!
The most important thing with alternative tasks, and tasks in general, is what you do has to go through the #follow-up channel to be inspected by myself anyway; so if I don't think you have done an equal task or the task properly, I will just ask you to redo it.
As said in the hit movie Ant-Man and the Wasp: Quantumania:
"Don't be a dick"
Just focus on doing tasks properly and honestly, and most of the time, things should work out.
The tasks themselves can be found below.
Or by typing the name of the ability into the search bar.
Have fun training!
Ability Training Task Menu