Saeviomagy said:
The question is... does this actually add anything to your game, or does it just dissuade people from actually building a character throughout their career? I mean two years for a character basically means you may as well throw them away and start a new one. Hell, unless you're extremely lenient with free time, 3 months means the same thing.
I'd make a guess that your games are entirely made up of 1 or 2 class characters, and has a fair few characters wishing they'd started with two classes.
Or it could just be he has players that enjoy the same type of "realism" that he does and you do not
My games also require time out for training, finding teachers, materials, etc. I also charge for training as in the DMG. I enjoy it, my players enjoy it, YMMV. Of course, half my current players got their start playing EQ, where learning a skill took tons of real time and piles of virtual gold spent sitting in front of a computer clicking a mouse over and over for hours. Compared to that, saying "Ok, you spend the next 6 months in Megalopolis training to learn the basics of music to be a bard" seems a godsend to them.
I also run the type of campaign that doesn't have epic "you must stop the evil villain/horde/girl scout troop from taking over the world/burning the village/making another D&D movie, and you have only 3 days to do it!" plots going on every minute either, so if they want to take time to learn skills, make items, research spells, have at it as long as they are having fun. And, once again, it's not like we are actually putting the RL game on hold for 6 monnths or a year while they are doing it.
(I also have had the apprentice level rules used in my games several times, and am very glad I'm hanging onto my 3.0 books.)