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<blockquote data-quote="Old One" data-source="post: 16554" data-attributes="member: 83"><p><strong>Training IMC...</strong></p><p></p><p>Here is how I handle training IMC...</p><p></p><p>(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.</p><p></p><p>(2) When a PC levels, they get the following immediately:</p><ul> <li data-xf-list-type="ul"> New hit die</li> <li data-xf-list-type="ul"> Increased BAB and Saves</li> <li data-xf-list-type="ul"> Placing skill points in skills they already know</li> <li data-xf-list-type="ul"> Adding spells to spell levels they can already cast</li> <li data-xf-list-type="ul"> Improving class features they already have (ie, rogue's sneak attack or barbarian rage)</li> </ul><p></p><p>(3) I require training before they can use the following:</p><ul> <li data-xf-list-type="ul"> New skills</li> <li data-xf-list-type="ul"> New feats (many feats also require a tutor)</li> <li data-xf-list-type="ul"> New class features</li> <li data-xf-list-type="ul"> Adding a new spell level</li> <li data-xf-list-type="ul"> Changing classes</li> </ul><p></p><p>(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.</p><p></p><p>(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.</p><p></p><p>Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 16554, member: 83"] [b]Training IMC...[/b] 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: [list] [*] 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) [/list] (3) I require training before they can use the following: [list] [*] New skills [*] New feats (many feats also require a tutor) [*] New class features [*] Adding a new spell level [*] Changing classes [/list] (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 [/QUOTE]
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