JRRNeiklot
First Post
Training and keep/castle and soldiers to protect it.
Oh jeez! I forgot training on my list! That's a biggee.
Yeah. After room & board, training should be the next most common "big ticket" item on the PC's list. They don't need to all of the time of course (just at level up). But when they are ready to level up, that week, two weeks, however long you RP the "training/downtime" for them to level up would be a nice big chunk of change.
...and increase as the levels do, I've always thought. Training to get from 1st to 2nd level shouldn't be that big of a deal. Turning 5th or 7th, particularly for spellcasters/as they break through into new/higher levels of spells, should take longer and more money.
I'm not sure what/how 5e handles the "training" aspect of the game. But I will always include it. It also, normally, demands the PCs make their way to somewhere "civilized", with suitably high enough level NPCs to mentor them, in which to train...which then leads to the added incidentals of room & board for a number of days, weeks...maybe even months at high levels.
Training time and costs were eliminated in 2e, I think (certainly gone in 3e).
I see some merit in a "training" model, but also some drawbacks. Where does the money go?
What do the mentors do wwith it?
Can the PC's mentor others?
If mentors were hard for them to find, they should have a market.
It also indicates that PC's can never develop anything new, or progress beyond those they must seek out to mentor them.
At the same time, the 3e model assumes PC's are always training. Is there no cost for this? Wizards find arcane texts to peruse at a local public library? No supplies are consumed? A regular upkeep cosr to maintain gear, and account for consumption to practice and train, does not seem unreasonable.
Does it serve a purpose?
The PC's need more gold to spend on more costs. Don't caravam=n guards, soldiers, etc. also train?
It costs them HOW much? Who pays for that?
Why can't the PC's earn income on down time, whether working as guards, using their Craft and other skills, crafting scrolls for third parties, etc.?
If we want "realism" to take their treasure away, then it seems reasonablle that we should have realism earning as well.
To the trainers? To the equipment and materials needed/used in the training...spell components, inks and paper, weapons/armor repairs/upkeep,..food and living arrangements while they are training (which could easily be assumed to be taken on/included in the trainer's fee if the PCs don't arrange separate quarters).
Well, there's a couple of ways to approach this. 1) Yes, the PC can not "train themselves" and thus must always be on the lookout for someone higher level to learn from. OR 2) The PC's can train themselves after a certain amount of experience has been had...figure things out on their own. If we're letting them train others at 7th level...then 7th level seems like a good place to start. If they come across a higher level nPC that they could potentially learn from, then great. But if, say, they're on a multi-month [in-game time] underdark or trans-planar adventure where they won't be encountering anyone willing to train them...they can level up themselves...but still need the requisite time and shell out the requisite costs (still going to need those supplies and trial and error, etc...) Perhaps even give them a break on the time/gold expenses if they train with a mentor.
Right. So whether you want to do the mini-/side-game of "training/downtime", a meta-game tax on treasure makes sense.
To training in game? I would say so. Making (and keeping good relations with) contacts/mentors? It adds an automatic "Interactions Pillar" element to the game not to mention any/all story/plot hooks that might stem from this particular NPC...if nothing else.
I suppose it is reasonable that they would.
Not the PC's problem or concern...unless they're the one's hiring them, I suppose.
Who on earth (or beyond) said that they can't?! I would encourage PC's to do just that with [at least some of] their downtime.
No argument to that, at all. But most PC "earning it" is assumed to be through treasure finding/stealing. If the game wants to lay out parameters/guidelines for PC's getting paid of [in some cases, literal] odd jobs (which, "realistically', most other NPCs would not be able to do), I'm all for it. But I would expect players to take some initiative for these kinds of pursuits in their downtime, themselves.
What can the player characters do with that wealth that the players will care about.