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General Tabletop Discussion
*Dungeons & Dragons
Training for Leveling (DMG) too cheap?
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<blockquote data-quote="77IM" data-source="post: 7500341" data-attributes="member: 12377"><p>So, I haven't put much thought into training, but I have put a little bit of thought into money.</p><p></p><p>I find that a good expectation for gold-per-level is roughly <strong>level squared * 100</strong>. E.g., at 1st level you can give each PC 100 gp, at 2nd you give them 400 gp, at 3rd you can give them 900 gp, etc. up to 20th level where you can give each one 40,000 gp.</p><p></p><p>This doesn't exactly match the progression you would get from following the guidelines in the books (which is a difficult cat to skin -- there is a lot of analysis about this out on the internet) but it's close enough to work for me. In particular, it's an easy enough formula to vary it a bit, and easily break it up into smaller parcels. For example, if you think that a certain section of the dungeon will get the party from roughly level 4 to level 5, then you sprinkle about 1,600 gp per PC throughout that level. If your game includes a magic-item economy, then this number should include the <em>sale</em> value of the magic items you give out (since the PCs can just liquidate it back into gold -- if they elect to keep the "random" item, they are getting it at cost).</p><p></p><p>The other nice thing about this formula is it's easy to relate other costs to level. In your case, how much of a PC's wealth should go into training? If you want the PCs spend about 10% of their gold on training, then the cost of training equals current level squared * 10. So 10 gp to train to 2nd level, 40 gp to train to 3rd, 90 gp to train to 4th, etc., up to 3,610 gp to train to 20th level. That sounds like a super lot compared to the DMG pricing, but if you follow the polynomial gold expectation, it's not really that expensive.</p></blockquote><p></p>
[QUOTE="77IM, post: 7500341, member: 12377"] So, I haven't put much thought into training, but I have put a little bit of thought into money. I find that a good expectation for gold-per-level is roughly [B]level squared * 100[/B]. E.g., at 1st level you can give each PC 100 gp, at 2nd you give them 400 gp, at 3rd you can give them 900 gp, etc. up to 20th level where you can give each one 40,000 gp. This doesn't exactly match the progression you would get from following the guidelines in the books (which is a difficult cat to skin -- there is a lot of analysis about this out on the internet) but it's close enough to work for me. In particular, it's an easy enough formula to vary it a bit, and easily break it up into smaller parcels. For example, if you think that a certain section of the dungeon will get the party from roughly level 4 to level 5, then you sprinkle about 1,600 gp per PC throughout that level. If your game includes a magic-item economy, then this number should include the [I]sale[/I] value of the magic items you give out (since the PCs can just liquidate it back into gold -- if they elect to keep the "random" item, they are getting it at cost). The other nice thing about this formula is it's easy to relate other costs to level. In your case, how much of a PC's wealth should go into training? If you want the PCs spend about 10% of their gold on training, then the cost of training equals current level squared * 10. So 10 gp to train to 2nd level, 40 gp to train to 3rd, 90 gp to train to 4th, etc., up to 3,610 gp to train to 20th level. That sounds like a super lot compared to the DMG pricing, but if you follow the polynomial gold expectation, it's not really that expensive. [/QUOTE]
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