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<blockquote data-quote="fba827" data-source="post: 6575" data-attributes="member: 807"><p><strong>Granting EXP for training</strong></p><p></p><p>It sounds like what you want is basically a rule for granting XP points to characters who stay back and are, basically, in training.</p><p></p><p>(Mind you, to the best of my knowledge, there are no rules for this so anything I suggest is purely in theory)</p><p></p><p><strong>Possible House Rules for granting experience points for training</strong></p><p></p><p>(Note that I use "per week spent training" because I do not feel anything can be adequately trained in terms of days")</p><p></p><p><em>Option 1</em>: Offer a flat-rate. Each week spent training equates to X experience points. For X, find some number you like. 1,000xp? and stick with that, for ever. With this system, you'll allow low-level characters to advance past low levels quickly. And high-level characters require much more personal training to go up levels (if they are not adventuring)</p><p></p><p><em>Option 2</em>: Offer expotential rates. Each week spent training, you basically say that anyone who was training gains EXP points equal to 25% of their current experience total.</p><p>Thus low level and high level characters equally benefit. It just may seem to lack in the realism aspect since basically you are saying that by training you can gain about as many experience points as though who are risking their necks. (Perhaps change the percentage to 10% ??)</p><p></p><p><em>Option 3</em>: Give training for a week a CL based on the resources at hand. If a sage is spending his training time in a library the CL will be high. If that same sage is spending his training time in a dark pit, the training CL will be low. At the end of the week, consult the CL/XP table and give the character the respect amount of experience points. This option is good in that it sticks with the predefined experience system (where exp points are relative based on CL). On the other hand, its major flaw is the potential for inconsitant CL ratings assigned to various things</p><p></p><p><em>Option 4</em>: For each week in training, make some sort of Character level check (for the character level being advanced). Let's say DC 10. If the character level does not surpass the DC, then training was usless for the week and no new experience gained. If the level check suceeded, grant the training a CL equal to the number which by which the check was passed (thus if the level check resulted in 15, the CL for the training would be 5) . Consult the CL/EXP table and grant that character experience points as if he defeated a CL 5 for the week. I see two downisdes to this system, one is that it favors high level characters and requires low level characters to rely on luck! Secondly, the DC may be wrong (perhaps DC 15).</p><p></p><p><em>Option 5</em>: hong's idea, just assume that whomever stays back starts the next adventure one level lower than the other adventureres are</p><p></p><p>-</p><p>Personally, I like Option 3 the best. But Option 2 is probably the simplest.</p><p></p><p>But maybe someone else has a better idea (or improvement on the above)??</p><p></p><p>fba827</p><p></p><p>PS. As Ias just reminded me, there should also be monetary costs for most of the options/ideas I presented above. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 6575, member: 807"] [b]Granting EXP for training[/b] It sounds like what you want is basically a rule for granting XP points to characters who stay back and are, basically, in training. (Mind you, to the best of my knowledge, there are no rules for this so anything I suggest is purely in theory) [b]Possible House Rules for granting experience points for training[/b] (Note that I use "per week spent training" because I do not feel anything can be adequately trained in terms of days") [i]Option 1[/i]: Offer a flat-rate. Each week spent training equates to X experience points. For X, find some number you like. 1,000xp? and stick with that, for ever. With this system, you'll allow low-level characters to advance past low levels quickly. And high-level characters require much more personal training to go up levels (if they are not adventuring) [i]Option 2[/i]: Offer expotential rates. Each week spent training, you basically say that anyone who was training gains EXP points equal to 25% of their current experience total. Thus low level and high level characters equally benefit. It just may seem to lack in the realism aspect since basically you are saying that by training you can gain about as many experience points as though who are risking their necks. (Perhaps change the percentage to 10% ??) [i]Option 3[/i]: Give training for a week a CL based on the resources at hand. If a sage is spending his training time in a library the CL will be high. If that same sage is spending his training time in a dark pit, the training CL will be low. At the end of the week, consult the CL/XP table and give the character the respect amount of experience points. This option is good in that it sticks with the predefined experience system (where exp points are relative based on CL). On the other hand, its major flaw is the potential for inconsitant CL ratings assigned to various things [i]Option 4[/i]: For each week in training, make some sort of Character level check (for the character level being advanced). Let's say DC 10. If the character level does not surpass the DC, then training was usless for the week and no new experience gained. If the level check suceeded, grant the training a CL equal to the number which by which the check was passed (thus if the level check resulted in 15, the CL for the training would be 5) . Consult the CL/EXP table and grant that character experience points as if he defeated a CL 5 for the week. I see two downisdes to this system, one is that it favors high level characters and requires low level characters to rely on luck! Secondly, the DC may be wrong (perhaps DC 15). [i]Option 5[/i]: hong's idea, just assume that whomever stays back starts the next adventure one level lower than the other adventureres are - Personally, I like Option 3 the best. But Option 2 is probably the simplest. But maybe someone else has a better idea (or improvement on the above)?? fba827 PS. As Ias just reminded me, there should also be monetary costs for most of the options/ideas I presented above. :) [/QUOTE]
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