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Community
General Tabletop Discussion
*Dungeons & Dragons
Advice on downtime feat training
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<blockquote data-quote="Rhenny" data-source="post: 7076432" data-attributes="member: 18333"><p>I think the Core treats it the way it does because allowing PCs to train in abilities/feats could potentially tip the balance of power, or become a time suck. If you are going to do it in your games it probably should become an exception rather than a rule.</p><p></p><p>I'd just extrapolate using current rules, which say it would take 250 days of downtime to learn a language or tool proficiency. So, for a feat, which is far more powerful, 500 days? Again, I think this is why the core rules assume that each PC is actively training throughout his/her life. Think about it this way, if you were an adventurer, would you take off for a year and a half of adventuring to gain a few new abilities, when you could continue to adventure and possibly gain even more? (1 1/2 years of adventuring could become well over 2 levels of adventuring with most campaigns - even 4 or more levels).</p><p></p><p>If you use the training option in the DMG p. 131, each time a PC levels up, he/she needs to spend time and money to gain the benefits of the level. I'd probably do the same for Feats and ASI, but cut the time and cost down by at least 1/2.</p><p></p><p>p.s. I do remember in the old days playing Traveler how the original version of that game had extensive charts to simulate pre-adventuring career benefits and penalties. I bet you could come up with a system derived from that to allow PCs to attempt to add feats or ASI with training - the key would be to have enough risk so that not everyone wants to do it, but the risks have to be manageable enough so that a few bad rolls won't make the PC unplayable. I bet it would be fun to give players the chance to learn new abilities that may introduce new flaws, traits, bonds or minor quirks that make roleplaying the character more interesting.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 7076432, member: 18333"] I think the Core treats it the way it does because allowing PCs to train in abilities/feats could potentially tip the balance of power, or become a time suck. If you are going to do it in your games it probably should become an exception rather than a rule. I'd just extrapolate using current rules, which say it would take 250 days of downtime to learn a language or tool proficiency. So, for a feat, which is far more powerful, 500 days? Again, I think this is why the core rules assume that each PC is actively training throughout his/her life. Think about it this way, if you were an adventurer, would you take off for a year and a half of adventuring to gain a few new abilities, when you could continue to adventure and possibly gain even more? (1 1/2 years of adventuring could become well over 2 levels of adventuring with most campaigns - even 4 or more levels). If you use the training option in the DMG p. 131, each time a PC levels up, he/she needs to spend time and money to gain the benefits of the level. I'd probably do the same for Feats and ASI, but cut the time and cost down by at least 1/2. p.s. I do remember in the old days playing Traveler how the original version of that game had extensive charts to simulate pre-adventuring career benefits and penalties. I bet you could come up with a system derived from that to allow PCs to attempt to add feats or ASI with training - the key would be to have enough risk so that not everyone wants to do it, but the risks have to be manageable enough so that a few bad rolls won't make the PC unplayable. I bet it would be fun to give players the chance to learn new abilities that may introduce new flaws, traits, bonds or minor quirks that make roleplaying the character more interesting. [/QUOTE]
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