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<blockquote data-quote="Dausuul" data-source="post: 7297383" data-attributes="member: 58197"><p>Personally, I handwave training. The whole level-advancement system is manifestly absurd, and you really can't run a D&D campaign unless you're willing to put a big ol' blind spot in your mental vision and shove that absurdity into it. Since I'm already doing that, I have no problem including "training for a subclass" in the list of things getting shoved in that blind spot. But everybody's got their limits on what they can ignore, and if subclass training exceeds yours, then that's how it is.</p><p></p><p>So, here's my suggestion: At any time, PCs can spend downtime searching for trainers in a given subclass; spend a week and make a DC 8 Persuasion check to find out about one. You will typically do this at 1st or 2nd level, so by the time you have the option to take the subclass, you've found a trainer. If you change your mind, no problem, just go find another one. Then you visit the trainer, again during downtime, and get initiated into the subclass.</p><p></p><p>Each visit to a trainer will give you enough material to carry you for 3 levels with no further visits. For example, if you're level 4, the trainer will show you techniques for levels 5, 6, and 7. Each time you level up, you master some of those techniques. If you go back to the trainer at level 6, you'll be shown techniques for levels 7, 8, and 9.</p><p></p><p>Trainers are level 5-8 or so. They know the theory for more advanced stuff, but for whatever reason have never been able to achieve the practice (or they achieved it once, but old age has taken its toll). Think of it like a football coach: The coach can coax a player to greatness far beyond what the player could achieve unaided, but if the coach had to go out on the field himself, he'd be a bloody smear on the gridiron. It's possible to teach things that you yourself can't do.</p><p></p><p>I think this addresses all of the major issues:</p><p></p><ul> <li data-xf-list-type="ul">Because you can hunt up a trainer before you have to pick a subclass, the search need not disrupt your advancement.</li> <li data-xf-list-type="ul">Because you can "pre-train" 3 levels at a time, you don't have to drop everything and return to the trainer every level. You can stop in when your adventures give you time.</li> <li data-xf-list-type="ul">Because trainers can teach things they themselves can't do, the world is not crammed with 20th-level trainers sitting on their hands while their wet-behind-the-ears students go out and fight evil.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 7297383, member: 58197"] Personally, I handwave training. The whole level-advancement system is manifestly absurd, and you really can't run a D&D campaign unless you're willing to put a big ol' blind spot in your mental vision and shove that absurdity into it. Since I'm already doing that, I have no problem including "training for a subclass" in the list of things getting shoved in that blind spot. But everybody's got their limits on what they can ignore, and if subclass training exceeds yours, then that's how it is. So, here's my suggestion: At any time, PCs can spend downtime searching for trainers in a given subclass; spend a week and make a DC 8 Persuasion check to find out about one. You will typically do this at 1st or 2nd level, so by the time you have the option to take the subclass, you've found a trainer. If you change your mind, no problem, just go find another one. Then you visit the trainer, again during downtime, and get initiated into the subclass. Each visit to a trainer will give you enough material to carry you for 3 levels with no further visits. For example, if you're level 4, the trainer will show you techniques for levels 5, 6, and 7. Each time you level up, you master some of those techniques. If you go back to the trainer at level 6, you'll be shown techniques for levels 7, 8, and 9. Trainers are level 5-8 or so. They know the theory for more advanced stuff, but for whatever reason have never been able to achieve the practice (or they achieved it once, but old age has taken its toll). Think of it like a football coach: The coach can coax a player to greatness far beyond what the player could achieve unaided, but if the coach had to go out on the field himself, he'd be a bloody smear on the gridiron. It's possible to teach things that you yourself can't do. I think this addresses all of the major issues: [list][*]Because you can hunt up a trainer before you have to pick a subclass, the search need not disrupt your advancement. [*]Because you can "pre-train" 3 levels at a time, you don't have to drop everything and return to the trainer every level. You can stop in when your adventures give you time. [*]Because trainers can teach things they themselves can't do, the world is not crammed with 20th-level trainers sitting on their hands while their wet-behind-the-ears students go out and fight evil.[/list] [/QUOTE]
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