Character training

mikebr99

Explorer
Hey All...

I have been searching all day on the official rules (WOTC) on how to handle training... and haven't found anything.

When a character gains enough experience to add a class (PrC or full), what are the rules to handle this? Does he/she have to go to 'fighter' school, and pay for this training?

Or is it being handled more like 'Diablo II'... when they gain a level, they pick all new feats and skills and it automatically appears as part of the character.

A little help would be greatly appreciated...
Thanks...
 

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The leveling up (even if it is in another class) is automatic. Note however that the DMG has an optional rule for things like training. I haven't read the rule myself but lots of people use training in their campaign.

If all else fails just make it up. There are probably lots of rules for training about the web (maybe even in the House Rule forum here)
 

I believe you will not find anything official.

It is the DMs perogative to deal with training as they see fit.

Personnally, I feel it is additional flavor and is not worth getting into arguements over.
 

I'm not really trying to argue...

Just wanted some directions to the official stuff.
And since there isn't any, maybe some house rules that you are using.
 


here is how I handle training:

Picking up a new class take 8 weeks and cost:
Fighter, ranger and barbarian 150gp
Cleric, Druid, rogue and Bard 300gp
Sorcerer, Wizard 450gp

Otherwise it costs 150gp per week and it takes 1 week per 2 lvls, rounded up.

picking up a new skill costs 10gp per rank and require 1 week per two rank (150gp per week)

picking up a new feat costs 10gp and require two week to train (300gp)
 

I have it happen automatically - generally at the end of (or in between) sessions, but occasionally in between encounters if I feel the plot would be better served if they leveled up before advancing to the next part of the adventure.

I mainly do it this way because I deeply dislike the whole "Well, we just spent three weeks chasing through Abomination-Infested Mountains battling the Unspeakable Evil every step of the way, and now that we have destroyed Its main stronghold we'll give It a fair chance to regroup as we settle down for several weeks of intensive combat training and library research, and maybe make some magical codpieces while we're at it." thing and prefer the "Ok, three days of ale, whores and sleeping 12 hours during the day, and then we're after them again." approach. ;)

The only exceptions I make occur when the character wants to switch to a completely different class, or wants to pick up a brand new skill that no one else in the party knows or to advance in one that would be physically impossible to practice during the adventure (swimming while adventuring in a desert, learning Knowledge: Planes or Alchemy from scratch, etc.), and hasn't role-played these new interests in any way ahead of time, but that's it. Even when I do require people to learn something, I try to avoid making the whole thing too formal (calculating days of study required, finding the cliched and generally completely anachronistic trainer, paying gold for the privilige of advancing a level, and so on) - I think it all sort of borders on the absurd. Just wing it depending on where your characters are and how you could use whathever learning they're about to receive to advance the plot.

Edit: Case in point... See above post. Hate those short-post people always getting their stuff in while I'm still typing... :mad: Gee, eight weeks of Adventurer U at how many gold a credit makes for how much in total tuition? Do you offer night courses? :D
 
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Since the award is called called Experience Points, I think there is no real need for training. While you were fighting (or solving riddles, or talking to people - it depends on the campaign and/or the adventure :) ) you constantly learn.
Okay, it might look a bit ridicolus if a fighter, after hours of negotiations with high ranking aristrocats, gains a fighter level and even chooses a new Combat related Feat, but its all an abstraction...
Though you really could try to roleplay this, if you (or your DM :) ) wishes and gaing a rogue/bard level in this case.
 

Training IMC...

Here is how I handle training IMC...

(1) I require players to inform me by midway through their current level if they plan to add another class. The allows me to build things into the campaign flow to reflect this.

(2) When a PC levels, they get the following immediately:
  • New hit die
  • Increased BAB and Saves
  • Placing skill points in skills they already know
  • Adding spells to spell levels they can already cast
  • Improving class features they already have (ie, rogue's sneak attack or barbarian rage)

(3) I require training before they can use the following:
  • New skills
  • New feats (many feats also require a tutor)
  • New class features
  • Adding a new spell level
  • Changing classes

(4) Training - The PC must take a "time-out" to train. I have the player roll 1d4+1 and the result is the number of days spent training and honing new skills. If the PC is switching classes, that time is doubled. I use a "silver standard" IMC and it cost 100 sp/day of training for general materials. Also, certain feats and skills take a tutor, so the PC may have to locate and hire the services of a tutor as well.

(5) Exceptions - Two types of skills, knowledge and crafting, take longer to learn. Knowledge skill take 20-INT weeks to learn and crafting skill take 20-Controling Ability months to learn. I encourage players to take these skills at creation.

Old One
 

I tend to feel the characters in my campains are like people who have finnished the "Schooling". Leveling up is simply learning to put some more of what they knew in theory, into practice. I also believe that a character who has decided to take a level of wizard (of a race where wizardry might not be a regular course of study) should probably have role played some interest in learning the basics. If they want to jump to a class that they have expressed no interest in, I might encourage them to role play it a bit. But, in everything, staying true to the story and having fun are the key points I want to foster.
 

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