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Training for Leveling (DMG) too cheap?
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<blockquote data-quote="Li Shenron" data-source="post: 7500405" data-attributes="member: 1465"><p>Honestly? I think there are no issues, but it's pointless.</p><p></p><p>On a campaign budget, if you require your PCs to spend 100 GP to level up, as a DM you will have to let them earn 100 GP before next level. If you require them to spend 10000 GP, you'll have to let them earn 10000 GP.</p><p></p><p>There is really no difference, even when you consider the price for levelling compared to the magic item prices, because 90% of the players will not want to be prevented from levelling up, which feels more personal than gaining magic items. So <em>theoretically</em> the higher the price of levelling up, the more likely some players will choose buying equipment instead of levelling up, but <em>practically</em> I think they'll maybe lag behind 1 level at most, then they will grumble and just pay to level up as the others (unless they all decide not to).</p><p></p><p>This is after all probably the reason why the DMG variant rules don't bother setting a particularly high price for levelling up.</p><p></p><p></p><p></p><p>That's terrible. It means your levelling up depends on luck, and of the worst kind of luck i.e. dice rolls with not much to do. On the short term it is more likely to frustrate some players than to reward others. On the long term the averages will even out, so it won't actually make a difference.</p><p></p><p></p><p></p><p>Here is the crux of the matter: you must make sure all your players will enjoy bothering with this activity. Even <strong>you</strong> are now saying that you don't want to spend time with this... do <strong>they</strong> want to spend time with this? </p><p></p><p>It sounds to me like you are motivated by some need to strengthen the ties between levelling up and the narrative of the characters in the world, and that's a GOOD motivation.</p><p></p><p>But as you say, if you need to spend too much time at the table (but keep in mind also that some bookkeping requires time between sessions) then it becomes more annoying than fun. This happens to a lot of gaming groups when the DM thinks it's a good idea to keep more track of something... more realism should be more fun, right? Only, this can become as fun as paying your school tuition fees <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Finding a trainer or taking a training lesson can be a GREAT story hook... <em>requiring</em> it for each player and each time they level is not the same. As a hint: how many times in a movies/series the main character has a training session which provides a major step in the character's skill? Typically <strong>once</strong>. Try to imagine how would the movie feel if every 5 minutes (or once per episode for a series) they would show <em>another</em> training session. It's not impossible, but then the movie/series would become <em>more about training</em> than adventuring. Just make sure your players are on board with this... otherwise the whole "training rules" will just become a <em>tax</em>, a box to tick on your character sheet after paying the GP cost and move along with the game.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7500405, member: 1465"] Honestly? I think there are no issues, but it's pointless. On a campaign budget, if you require your PCs to spend 100 GP to level up, as a DM you will have to let them earn 100 GP before next level. If you require them to spend 10000 GP, you'll have to let them earn 10000 GP. There is really no difference, even when you consider the price for levelling compared to the magic item prices, because 90% of the players will not want to be prevented from levelling up, which feels more personal than gaining magic items. So [I]theoretically[/I] the higher the price of levelling up, the more likely some players will choose buying equipment instead of levelling up, but [I]practically[/I] I think they'll maybe lag behind 1 level at most, then they will grumble and just pay to level up as the others (unless they all decide not to). This is after all probably the reason why the DMG variant rules don't bother setting a particularly high price for levelling up. That's terrible. It means your levelling up depends on luck, and of the worst kind of luck i.e. dice rolls with not much to do. On the short term it is more likely to frustrate some players than to reward others. On the long term the averages will even out, so it won't actually make a difference. Here is the crux of the matter: you must make sure all your players will enjoy bothering with this activity. Even [B]you[/B] are now saying that you don't want to spend time with this... do [B]they[/B] want to spend time with this? It sounds to me like you are motivated by some need to strengthen the ties between levelling up and the narrative of the characters in the world, and that's a GOOD motivation. But as you say, if you need to spend too much time at the table (but keep in mind also that some bookkeping requires time between sessions) then it becomes more annoying than fun. This happens to a lot of gaming groups when the DM thinks it's a good idea to keep more track of something... more realism should be more fun, right? Only, this can become as fun as paying your school tuition fees :) Finding a trainer or taking a training lesson can be a GREAT story hook... [I]requiring[/I] it for each player and each time they level is not the same. As a hint: how many times in a movies/series the main character has a training session which provides a major step in the character's skill? Typically [B]once[/B]. Try to imagine how would the movie feel if every 5 minutes (or once per episode for a series) they would show [I]another[/I] training session. It's not impossible, but then the movie/series would become [I]more about training[/I] than adventuring. Just make sure your players are on board with this... otherwise the whole "training rules" will just become a [I]tax[/I], a box to tick on your character sheet after paying the GP cost and move along with the game. [/QUOTE]
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