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Worlds of Design: The Price of Advancement
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<blockquote data-quote="Lanefan" data-source="post: 8853960" data-attributes="member: 29398"><p>I find myself largely disagreeing with the OP; in that IME there's two parts to learning a skill or ability: the theory, and the practice.</p><p></p><p>The theory comes first - you sit in a class or lab and are told or shown some of how things work or what to do when, etc.</p><p></p><p>Then comes the practice, where you're turned loose in the field to put that theory training into use.</p><p></p><p>Then, once you've demonstrably mastered that round of theory by successfully putting it to actual use, it's back to the classroom for the next round of theory. Lather rinse repeat.</p><p></p><p>During my career I did many rounds of sales training and it used this model - successfully - every damn time.</p><p></p><p>In a D&D setting the "classroom" could and would often be a practice field for warriors and monks, a temple for cleric types, maybe a back alley for rogue types, and an actual classroom or lab for mages and bards. In the fiction, levelling up just means you-as-character realize one day that you've mastered the last round of training and are now ready for more.</p><p></p><p>As for the fact it takes in-game time and money to train, all I can say to that is "Good!", for a few reasons:</p><p></p><p>One, downtime allows more opportunities to engage with parts of the setting that aren't adventure sites, and people in the setting who aren't either direct allies or direct foes in the field.</p><p>Two, it forces a slightly more reasonable (i.e. takes from ludicrous down to merely excessive) speed of character advancement when compared to the in-game calendar - instead of going from 1-20 in two months, now it might take two years.</p><p>Three, it sometimes forces interesting choices on to parties in the field: do we keep going with some of us untrained, or do we bail back to town and get 'em trained up, or do we send just one or two people back while the rest of us either wait here or keep going.</p><p>Four, it's a money sink.</p><p></p><p>Now, all that said, there's still one huge glaring problem with the way 1e does its training; that being the stupid DM rating system used to assign how much it costs. One of Gygax's worst ideas, that one, but easy enough to ignore in favour of just making the costs roughly the same for everyone.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8853960, member: 29398"] I find myself largely disagreeing with the OP; in that IME there's two parts to learning a skill or ability: the theory, and the practice. The theory comes first - you sit in a class or lab and are told or shown some of how things work or what to do when, etc. Then comes the practice, where you're turned loose in the field to put that theory training into use. Then, once you've demonstrably mastered that round of theory by successfully putting it to actual use, it's back to the classroom for the next round of theory. Lather rinse repeat. During my career I did many rounds of sales training and it used this model - successfully - every damn time. In a D&D setting the "classroom" could and would often be a practice field for warriors and monks, a temple for cleric types, maybe a back alley for rogue types, and an actual classroom or lab for mages and bards. In the fiction, levelling up just means you-as-character realize one day that you've mastered the last round of training and are now ready for more. As for the fact it takes in-game time and money to train, all I can say to that is "Good!", for a few reasons: One, downtime allows more opportunities to engage with parts of the setting that aren't adventure sites, and people in the setting who aren't either direct allies or direct foes in the field. Two, it forces a slightly more reasonable (i.e. takes from ludicrous down to merely excessive) speed of character advancement when compared to the in-game calendar - instead of going from 1-20 in two months, now it might take two years. Three, it sometimes forces interesting choices on to parties in the field: do we keep going with some of us untrained, or do we bail back to town and get 'em trained up, or do we send just one or two people back while the rest of us either wait here or keep going. Four, it's a money sink. Now, all that said, there's still one huge glaring problem with the way 1e does its training; that being the stupid DM rating system used to assign how much it costs. One of Gygax's worst ideas, that one, but easy enough to ignore in favour of just making the costs roughly the same for everyone. [/QUOTE]
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