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General Tabletop Discussion
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Training for Leveling (DMG) too cheap?
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<blockquote data-quote="MNblockhead" data-source="post: 7500330" data-attributes="member: 6796661"><p>I'm starting to prepare my next campaign as my current one will wrap up by the end of the year. </p><p></p><p>It will be more of an old school mega-dungeon crawl that uses GP for XP + milestones. Extracting gold and resource management, along with ample use of downtime rules will be a big part of this campaign. </p><p></p><p>I plan on using rules for training for leveling. I'm starting with the Training to Get Levels table in the DMG Chapter 6. I'm fine with the training time and level break down but the costs seem too cheap, especially for higher tiers. To find teachers/academies/gyms with the skills and resources to train at that level and to even interest what must be prestigious and rare instructors would seem to require far more money than the table indicates. The cost to level up even at Tier 4 levels is under 100 GP. </p><p></p><p>This will be a high-treasure game. There will be all manner of ways to sap the parties wealth and I want them to be thinking about and even worried about how they will afford to level up. I don't want to make it to difficult but it should be a consideration. </p><p></p><p>Has anyone else created Training to Gain Levels Rules? Would you share? </p><p></p><p>How much would you suggest increasing the cost? I'm thinking of keeping 2-4th as is (20 GB per level). But I want to significantly increase the cost to train for the higher levels.</p><p></p><p>I plan on using the Training Complications rules from XGE with the Training to Get Levels. Do you see any issues with this?</p><p></p><p>I'm also thinking of using some ideas from the <em>Master and Apprentice</em> rules in EN5ider #023. In particular, it provides a mechanism where the player makes a number of skill checks, adds the results and consults a table where low score increase the cost and time of training and high rolls decrease it. But it still uses the DMG costs as the base. </p><p></p><p>Finding a trainer/mentor will be important. For low levels, this is built in. But at each tier, I would like for them to have to seek out better training opportunities. I'd appreciate any thoughts on mechanics for finding a mentor. I don't want to spend at-table time roleplaying this out. It is more of a downtime activity. But I do like the idea of baking in some way of rewarding creative thinking by the player.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7500330, member: 6796661"] I'm starting to prepare my next campaign as my current one will wrap up by the end of the year. It will be more of an old school mega-dungeon crawl that uses GP for XP + milestones. Extracting gold and resource management, along with ample use of downtime rules will be a big part of this campaign. I plan on using rules for training for leveling. I'm starting with the Training to Get Levels table in the DMG Chapter 6. I'm fine with the training time and level break down but the costs seem too cheap, especially for higher tiers. To find teachers/academies/gyms with the skills and resources to train at that level and to even interest what must be prestigious and rare instructors would seem to require far more money than the table indicates. The cost to level up even at Tier 4 levels is under 100 GP. This will be a high-treasure game. There will be all manner of ways to sap the parties wealth and I want them to be thinking about and even worried about how they will afford to level up. I don't want to make it to difficult but it should be a consideration. Has anyone else created Training to Gain Levels Rules? Would you share? How much would you suggest increasing the cost? I'm thinking of keeping 2-4th as is (20 GB per level). But I want to significantly increase the cost to train for the higher levels. I plan on using the Training Complications rules from XGE with the Training to Get Levels. Do you see any issues with this? I'm also thinking of using some ideas from the [I]Master and Apprentice[/I] rules in EN5ider #023. In particular, it provides a mechanism where the player makes a number of skill checks, adds the results and consults a table where low score increase the cost and time of training and high rolls decrease it. But it still uses the DMG costs as the base. Finding a trainer/mentor will be important. For low levels, this is built in. But at each tier, I would like for them to have to seek out better training opportunities. I'd appreciate any thoughts on mechanics for finding a mentor. I don't want to spend at-table time roleplaying this out. It is more of a downtime activity. But I do like the idea of baking in some way of rewarding creative thinking by the player. [/QUOTE]
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