At the end of each Academic Week, the player rolls a Learning check, using the ability that underpins their academic track. For example, those in the Combat Track would roll a Strength check while those in the Knowledge Track would roll an intelligence check. The DC for this check is always 13 and if the player succeeds they receive a Learning Point (LP). The more LP they gain during the term, the easier their final exam will be!
At the end of each term, students sit their final exams. The amount of LP they have accumulated over the course of their studies act as a modifier for their exam roll. Students who earned an LP every single week of the term are guaranteed to pass, while students who did not gain any LP will have a very difficult time.
Academic Exhaustion:
If a player fails their Learning check, they do not receive an LP. They can choose to re-roll the check each week, but there is a cost. Re-rolling a Learning check gives players Academic Exhaustion. This means that they have disadvantage on rolls using that ability until the start of the next Academic Week. For example, if a player in the Combat Track re-rolls a Learning check at the end of the week, they will make Strength-based skill checks at disadvantage over the following weekend.
Pulling An All-Nighter:
Students may choose to stay up all night cramming before an exam. Doing so will give the player +5 LP, but they will take one point of exhaustion that takes effect the morning of the exam, and will therefore make all exam rolls with disadvantage.
Studying Together:
If two or more characters engage in a group study session, each participating character has advantage on their Learning check.