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*Dungeons & Dragons
Advice on downtime feat training
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<blockquote data-quote="Obeliske" data-source="post: 7076510" data-attributes="member: 6763011"><p>I appreciate that people want to see things as ongoing training however in many cases it doesn't make sense ie. the fighter who does sword and board gains a level and decides to take two weapon fighting, we've all seen these circumstance and most people just hand wave it. However my group wants more roleplay, as such I'm not terribly worried about balance as that's something that is my job ass gm to ensure still exists and tbh I could case less if the monsters are balanced vs the party, as long as the party is balanced against itself and everybody is having fun what's the issue.</p><p></p><p>Anyway, thanks ArwensDaughter are Rhenny, that topic you linked Arwen is incredibly helpful and Rhenny I really like the thought of paying for a more intensive training, the DC idea hadn't occurred to me. A little bit on what we've given some thought to so far. IRL when we were in school you generally learned a language in an hour a day for 200ish days. Obvious conversion is obvious and we can attach a price for that - sticking with the rulebook that would be 200 hours of training and 200 gold which honestly seems pretty fair. </p><p></p><p>The nice thing about hourly is it's easier for people to say "While I'm in town today I attends class/school/training for x time.". Which would allow people to accumulate xp towards their goal at their own pace. Some people may want to use that time for learning a language or proficiency while others may want to spend that time getting to know townsfolk and rp more. Overall allowing people to have more roleplay imo. We've decided pretty much anything is trainable at this point and have a few things figured out.</p><p></p><p>-Skills, tools, and languages will cost 200g and 200 hours of training</p><p>-Spells will be learnable using the normal rules or you can learn a spell not on your list provided it is the same type of spell you can cast (arcane casters learn arcane spells, divine learn divine) by buying a scroll of the spell and studying it for 200 hrs, training time can be cut down if you can find an actual trainer but at the cost of a gp increase.</p><p>-We're looking for a fair way to implement feat training. </p><p></p><p>I'm thinking doubling the time investment and removing the feat that gives prof in three skills is a good way to keep training for feats viable. At the end of the day the group does want feats to be an uncommon thing so if I were to double the time taken and say triple the cost this would put feat training out of reach at early levels, mid level and high level the time constraints would make the gaining of feats something rare as well. What do you think? Also I like the thought of including a more demanding training regime at the cost of increased training speed as well. What do you think of the following?</p><p></p><p>-600g + 400hrs to learn a feat</p><p>- can choose to make checks with an geometrical cost increase to decrease the time investment ie. take half the time for double the cost</p><p>- for each quarter time lost add a dc to see if you've grasped the material at the increased rate, dc=5 per ie. training feat "moderately armored" </p><p>takes 600g and 400 hours no dc </p><p>takes 300 hours at a dc 5 (half prof bonus to check) at a cost of 900g</p><p>takes 200 hours at a dc 10 (half prof bonus to check) at a cost of 1200g</p><p>etc </p><p>-failed check indicates an increase in training time by 1/8 (the smallest increment capable of training, and time can be increased as far as the default which receives no check) and a payment of 1/8 initial price as the player would be defaulting on the initial agreement with the NPC.</p><p></p><p>It's a little wordy but it should be clear enough for players to follow and allows for training in game during downtime. What do you think of balance (again not worried about monster balance more from a roleplay perspective) does it look like it's easily exploitable? Not accessible enough? What are your thoughts?</p></blockquote><p></p>
[QUOTE="Obeliske, post: 7076510, member: 6763011"] I appreciate that people want to see things as ongoing training however in many cases it doesn't make sense ie. the fighter who does sword and board gains a level and decides to take two weapon fighting, we've all seen these circumstance and most people just hand wave it. However my group wants more roleplay, as such I'm not terribly worried about balance as that's something that is my job ass gm to ensure still exists and tbh I could case less if the monsters are balanced vs the party, as long as the party is balanced against itself and everybody is having fun what's the issue. Anyway, thanks ArwensDaughter are Rhenny, that topic you linked Arwen is incredibly helpful and Rhenny I really like the thought of paying for a more intensive training, the DC idea hadn't occurred to me. A little bit on what we've given some thought to so far. IRL when we were in school you generally learned a language in an hour a day for 200ish days. Obvious conversion is obvious and we can attach a price for that - sticking with the rulebook that would be 200 hours of training and 200 gold which honestly seems pretty fair. The nice thing about hourly is it's easier for people to say "While I'm in town today I attends class/school/training for x time.". Which would allow people to accumulate xp towards their goal at their own pace. Some people may want to use that time for learning a language or proficiency while others may want to spend that time getting to know townsfolk and rp more. Overall allowing people to have more roleplay imo. We've decided pretty much anything is trainable at this point and have a few things figured out. -Skills, tools, and languages will cost 200g and 200 hours of training -Spells will be learnable using the normal rules or you can learn a spell not on your list provided it is the same type of spell you can cast (arcane casters learn arcane spells, divine learn divine) by buying a scroll of the spell and studying it for 200 hrs, training time can be cut down if you can find an actual trainer but at the cost of a gp increase. -We're looking for a fair way to implement feat training. I'm thinking doubling the time investment and removing the feat that gives prof in three skills is a good way to keep training for feats viable. At the end of the day the group does want feats to be an uncommon thing so if I were to double the time taken and say triple the cost this would put feat training out of reach at early levels, mid level and high level the time constraints would make the gaining of feats something rare as well. What do you think? Also I like the thought of including a more demanding training regime at the cost of increased training speed as well. What do you think of the following? -600g + 400hrs to learn a feat - can choose to make checks with an geometrical cost increase to decrease the time investment ie. take half the time for double the cost - for each quarter time lost add a dc to see if you've grasped the material at the increased rate, dc=5 per ie. training feat "moderately armored" takes 600g and 400 hours no dc takes 300 hours at a dc 5 (half prof bonus to check) at a cost of 900g takes 200 hours at a dc 10 (half prof bonus to check) at a cost of 1200g etc -failed check indicates an increase in training time by 1/8 (the smallest increment capable of training, and time can be increased as far as the default which receives no check) and a payment of 1/8 initial price as the player would be defaulting on the initial agreement with the NPC. It's a little wordy but it should be clear enough for players to follow and allows for training in game during downtime. What do you think of balance (again not worried about monster balance more from a roleplay perspective) does it look like it's easily exploitable? Not accessible enough? What are your thoughts? [/QUOTE]
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