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<blockquote data-quote="Water Bob" data-source="post: 7491893" data-attributes="member: 92305"><p><strong>This pertains to D&D 3.5E - Training</strong></p><p></p><p></p><p>I'm just thinking out loud here. Saying, "What if...".</p><p></p><p></p><p>I'm inspired by page 86 of the AD&D DMG (First Edition). There, it says that experience points do not indicate that a character has reached a new level. Instead, the points indicate that the character is eligible for a new level, and it is up to the GM to decide whether the character has achieved that level.</p><p></p><p></p><p>Then, there is a method presented to determine how much training a character needs to make the new level.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I was thinking that skill points and Feat eligibility present the right tools to do something like this in the game. When a character levels up, he is given a number of skill points.</p><p></p><p></p><p>What if spending those skill points required training.</p><p></p><p></p><p>Let's say that each point spent requires 1 week of training in that area.</p><p></p><p></p><p>If a character needs to improve his Craft (Herbalism) by spending two points, then he will need to spend two weeks training with a character that has a higher Craft (Herbalism) rank.</p><p></p><p></p><p>The character can train himself by rolling the governor attribute on a d20. Rolling the number or less means the character can self-train at a cost of double. Two weeks per skill point spent.</p><p></p><p></p><p>Points spent on cross-class skills are doubled again. Thus, self taught cross-class training is 8 weeks per skill point spent if the character makes the governor attribute or lower on a d20.</p><p></p><p></p><p>Attributes of 20 or higher can automatically self-teach, but the training time remains the same.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>For Feats, a GM just needs to look at what the character is learning. If the character is a Fighter, has done a lot of fighting last level, and wants to pick the Power Attack Feat, then this would be something that is easier to learn alone--just by previous experience fighting.</p><p></p><p></p><p>The same character who wants to pick up the Blind-Fighting Feat, but has never or rarely fought in the dark without sight, will need to train longer--probably with a teacher and a blind fold!</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Seeking a teacher can be the goal of a quest. For payment, a teacher may require some quest be completed. Even as part of the training--the teacher may require a journey someplace.</p><p></p><p></p><p>Players can spend training time in preparation of a new level, too. When they have down time, they can train and learn new areas so that they are prepared to gain the new skills and feats they want as soon as they go up a level.</p><p></p><p></p><p></p><p></p><p>Again, I'm just throwing this out on the porch, seeing what the cat licks up.</p><p></p><p></p><p>Is it a good idea? I don't know. I'm considering it and welcoming dialogue about it.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 7491893, member: 92305"] [b]This pertains to D&D 3.5E - Training[/b] I'm just thinking out loud here. Saying, "What if...". I'm inspired by page 86 of the AD&D DMG (First Edition). There, it says that experience points do not indicate that a character has reached a new level. Instead, the points indicate that the character is eligible for a new level, and it is up to the GM to decide whether the character has achieved that level. Then, there is a method presented to determine how much training a character needs to make the new level. I was thinking that skill points and Feat eligibility present the right tools to do something like this in the game. When a character levels up, he is given a number of skill points. What if spending those skill points required training. Let's say that each point spent requires 1 week of training in that area. If a character needs to improve his Craft (Herbalism) by spending two points, then he will need to spend two weeks training with a character that has a higher Craft (Herbalism) rank. The character can train himself by rolling the governor attribute on a d20. Rolling the number or less means the character can self-train at a cost of double. Two weeks per skill point spent. Points spent on cross-class skills are doubled again. Thus, self taught cross-class training is 8 weeks per skill point spent if the character makes the governor attribute or lower on a d20. Attributes of 20 or higher can automatically self-teach, but the training time remains the same. For Feats, a GM just needs to look at what the character is learning. If the character is a Fighter, has done a lot of fighting last level, and wants to pick the Power Attack Feat, then this would be something that is easier to learn alone--just by previous experience fighting. The same character who wants to pick up the Blind-Fighting Feat, but has never or rarely fought in the dark without sight, will need to train longer--probably with a teacher and a blind fold! Seeking a teacher can be the goal of a quest. For payment, a teacher may require some quest be completed. Even as part of the training--the teacher may require a journey someplace. Players can spend training time in preparation of a new level, too. When they have down time, they can train and learn new areas so that they are prepared to gain the new skills and feats they want as soon as they go up a level. Again, I'm just throwing this out on the porch, seeing what the cat licks up. Is it a good idea? I don't know. I'm considering it and welcoming dialogue about it. [/QUOTE]
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