Re: Re: Re: Re: [3.5e] A fix for free weapons from multiclassing?
I'll agree with your statement, "Your Campaign, Your Rules."
But just for the sake of arguing, your methodology doesn't seem to work very well TO ME. It may be all fine and dandy in your game.
Ranger REG said:
To reward them during the adventure will only interrupt the ongoing session just so they can get the extra level to fight better or have better hit points? Yeah, right.
I agree with you here, we don't play that way either. We used to play it took 1 week to train, but that just got in the way of time critical quests. So we currently play, when you have enough exp to level up all you get is your new Hit Points, and all other new class features you get the next day.
Ranger REG said:
They play out the entire adventure I prepped for my player, THEN they get their reward at the end.
Now this is something I would disagree with, for MY game anyway. Imagine Frodo, trying to get the One Ring to Mount Doom all at level 1? It would be impossible to do. And if he stopped his quest for a few weeks every time he went to train and "level up", the Dark Lord's minsions would have caught him for sure.
I am going off on a bit of a tangent here. My point is, you can't ALWAYS just speed things up. Sometimes you are on an epic quest and time is against you. Sometimes (especially if you use modules) the quest is designed to get you from level 1 to level 5 before your final confrontation with the BBEG. If you waste time training, then you fail your quest. If you rush through the quest, you won't have sufficient levels to defeat the BBEG.
So while training is a feasible option in SOME campaigns, it isn't in all campaigns. And in the campaigns where time critical quests are happening, and you get enough experience to level in 1 day's worth of encounters, it makes no sense that learning a few basic Fighter skills suddenly grants you proficiency in EVERY Martial weapon. Especially when you've trained 5+ years of your life in a totally different profession, such as Wizard.
Ranger REG said:
So if they still got to stop the evil Wizard from reaching the Tomb of Infinite Power, I'll let that adventure play to the end (whatever the end may be: success or failure), but I'm not giving XP DURING that adventure. If I have to, I'll use my GM power to suspend multiclassing, if I think the next adventure (should they fail) give them another chance to stop said evil Wizard.
Sounds kind of harsh to me, but to each his own.
I guess we just have different play styles here. It is very common for us to play a 6 hour session, and have only an hour or two pass in game. We do not get much downtime, because if we waste too much time, BAD things will happen

So we don't have the luxury to waste weeks on end "training". And to compensate for this, the DM is lax on the leveling. We get exp after each encounter, if we have enough to level then we only roll for HP, then we must wait the next day and we are "magically" (if you want to call it that) leveled. So you can see why a Level 1 Wizard who spent 10 years of their lives only practicing magic and the very simplist of weapons, overcomes a few challenges in one day, then decides to go Fighter and wakes up the next day with the knowledge of all Martial Weapons is a little bit far fetched (sorry for the run-on sentence). I am sure I'm not the ONLY one that plays this way...