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<blockquote data-quote="werecorpse" data-source="post: 8854232" data-attributes="member: 55491"><p>Do/Did they train in skills (apart from working on a specific plan or team coordination, or maybe learning how a new tool works) when they are actually also doing the job? </p><p></p><p>I see that professional sports people who tend to have part of the year not playing games spend that time either in recovery post season, relaxing off season or training in pre season. During the season while they do training it seems to be more recovery sessions and maybe team coordination (learning set plays). So I mostly agree with the OP.</p><p></p><p>Im not really a fan of the Traveller rpg base system that you can only improve skills via training not through use.</p><p></p><p>It seems to me that you that training matters but in game you can justify training requirement as best fits for your world/campaign view.</p><p></p><p>The training requirement in AD&D 1e seemed mostly to serve the purpose of draining excess cash from PC’s. I think you can legitimately discard the training requirement should you so choose using the “we learn by doing” argument or use a training requirement differently. I use it to make characters want a bit of downtime, to draw players attention to parts of the in game world that aren’t adventures, and to imply that high level people have taken at least some not insubstantial time working to get there.</p><p></p><p>My homebrew in campaign nod to training in 5e is to say that to level up at each odd level (not even as the odd levels tend to have the greater character ability bumps) you need to have undertaken a certain amount of training (5 days for levels 3,5,; 10 for 7,9; 15 for levels 11,13; 20 for levels 15,17, 25 for level 19) as well as have the xp and take a long rest (which is all you require at even levels). The characters can pick up the training at any time during their time at the lower level, it’s relatively inexpensive (5gp a day for 3&5 doubling at 7,11,15,19) & doesn’t require a mentor of higher level just someone or place that can act as a teacher or place where you can get training or knowledge (Ie a temple for religious types, a library or a retired warrior).</p><p></p><p>So the characters upon reaching 9th level and being in a city know to start looking around during downtime to start getting some training. While one is spending a week recovering from a lingering injury and another is spending a couple of days writing out spells into their spellbook then making a scroll, the rest go do stuff to pick up 7 of the 15 days of training they need to get to 11th level and note it down. I’ve only once had a character not have done the training before they got the xp to level up and I think that was in part because they were new to this system and in part because the party got a lot of xp quite quickly.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 8854232, member: 55491"] Do/Did they train in skills (apart from working on a specific plan or team coordination, or maybe learning how a new tool works) when they are actually also doing the job? I see that professional sports people who tend to have part of the year not playing games spend that time either in recovery post season, relaxing off season or training in pre season. During the season while they do training it seems to be more recovery sessions and maybe team coordination (learning set plays). So I mostly agree with the OP. Im not really a fan of the Traveller rpg base system that you can only improve skills via training not through use. It seems to me that you that training matters but in game you can justify training requirement as best fits for your world/campaign view. The training requirement in AD&D 1e seemed mostly to serve the purpose of draining excess cash from PC’s. I think you can legitimately discard the training requirement should you so choose using the “we learn by doing” argument or use a training requirement differently. I use it to make characters want a bit of downtime, to draw players attention to parts of the in game world that aren’t adventures, and to imply that high level people have taken at least some not insubstantial time working to get there. My homebrew in campaign nod to training in 5e is to say that to level up at each odd level (not even as the odd levels tend to have the greater character ability bumps) you need to have undertaken a certain amount of training (5 days for levels 3,5,; 10 for 7,9; 15 for levels 11,13; 20 for levels 15,17, 25 for level 19) as well as have the xp and take a long rest (which is all you require at even levels). The characters can pick up the training at any time during their time at the lower level, it’s relatively inexpensive (5gp a day for 3&5 doubling at 7,11,15,19) & doesn’t require a mentor of higher level just someone or place that can act as a teacher or place where you can get training or knowledge (Ie a temple for religious types, a library or a retired warrior). So the characters upon reaching 9th level and being in a city know to start looking around during downtime to start getting some training. While one is spending a week recovering from a lingering injury and another is spending a couple of days writing out spells into their spellbook then making a scroll, the rest go do stuff to pick up 7 of the 15 days of training they need to get to 11th level and note it down. I’ve only once had a character not have done the training before they got the xp to level up and I think that was in part because they were new to this system and in part because the party got a lot of xp quite quickly. [/QUOTE]
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