Alright, so I've think got a plan then.
@LinkOnScepter
I propose that we both combine out dice pools and go all in on training the Red Dew Technique.
Here's my justification:
The Red Dew Technique is the fastest way to increase our dice pools, requiring only 3 successes to yield +1 die on just about any action we want in a turn. Comparatively, training Cultivation Base takes 5 successes to actually get any dice, which would take most people around 3 turns to actually get done. And that's just for the first organ.
But, if we train Red Dew, then we immediately get a +1 die that we can use to train Base, take missions, or really just about anything due to it's general applicability.
(Small side note but
@Arcanestomper , can Elixirs be used to help train techniques?)
If we combine our dice pools, and use both our main and our aux actions, we'll get an average about 3.2 successes split both ways, so odds are we'll get a split of 1 person getting 2 successes, and one person getting 1 success.
(2 Main dice = 1 average success (.5+.5), 2 Aux dice = .6 average success (.3.+.3))
This is technically inferior to just training the tech on our own, save for 1 fact. There is a 12.25% chance of getting diddly squat if we trained on our own.
(.5*.5 )(.7*.7) = .1225
However, if we train together, then the chance of us getting no successes goes from 12.25% to 1.5% (.1225*.1225 ~ 0.015) , while still preserving a good chance for at least one of us to net 2 successes.
If we do this twice, then we have very good odds of the Red Dew Tech trained up and immediately netting us a boost to our dice pools for most of our actions.
This math changes if we can apply elixirs to the roll, giving us a much higher chance of getting 2 successes each, and a decent shot of at least one of us finishing the training in one turn.