Cost and Time for Training?

ReeboKesh

First Post
Hey guys I want to introduce training costs and time for each level reached into my new D&D campaign. I am not a fan of the "DING!" your next level system in the current game so I want to bring it back to the way it was.

I recall once upon a time first edition D&D had rules for this and I was wondering if anyone recalls them or uses similar rules that they're willing to share here.

I am pretty much after training costs and time it takes to level up.
Thanks in advance
Reebo
 

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Dungeon Master's Guide v3.5, pp. 197-198. Hm. . . you might also be interested in this (originally from Unearthed Arcana, for 3e.)

4e, I got nothin'.
 

if i recall correctly it was your rating (1-4) = # of weeks you needed to train with a mentor

cost was 1500gp per week * your current level


it wasn't cheap. but it was meant to be adjusted for the campaign. some referees were stingier than others so the costs came down. others were more monty haul so the price went up (spare magic items got traded in here for training).
 

I am not a fan of the "DING!" your next level system in the current game so I want to bring it back to the way it was.

Well, do consider that unless you are going to play through having some tings happen during that time, it is still "DING!", with the calendar advanced a few weeks and some gold erased from the character sheet- changes that take all of a few seconds more than doing it without the time and money cost.

Saying, "You spend some time and money," does not make it special for the player.
 

Well, do consider that unless you are going to play through having some tings happen during that time, it is still "DING!", with the calendar advanced a few weeks and some gold erased from the character sheet- changes that take all of a few seconds more than doing it without the time and money cost.

Saying, "You spend some time and money," does not make it special for the player.

yeah, make sure you have interacts with the mentor.
finding one of appropriate level to train you, negioating why he should and the costs, potentially adding hooks for further adventures, and so on
 

Well, do consider that unless you are going to play through having some tings happen during that time, it is still "DING!", with the calendar advanced a few weeks and some gold erased from the character sheet- changes that take all of a few seconds more than doing it without the time and money cost.

Saying, "You spend some time and money," does not make it special for the player.

The other thing that can make a difference once training is introduced is if events occur on a calendar and the player has choices to make -- gain a level or attend the Prince`s ball, help track down the divine beast rampaging the coutnryside or complete the training, etc.
 

The other thing that can make a difference once training is introduced is if events occur on a calendar and the player has choices to make -- gain a level or attend the Prince`s ball, help track down the divine beast rampaging the coutnryside or complete the training, etc.

yeah, iirc, another of the rules dealt with interruptions in training. meaning you had to start all over again. you trained the whole time.

so no "I go to the market and buy a pig" until you were done.
 

The other thing that can make a difference once training is introduced is if events occur on a calendar and the player has choices to make -- gain a level or attend the Prince`s ball, help track down the divine beast rampaging the coutnryside or complete the training, etc.

But do consider the double (or treble) jeopardy involved.

The party has, in theory, gone though great effort and risk to gain the XP. Now you want them to pay again in gold and time. And then again in lost opportunity (or yet more gold and time)? Does that sound fun?

Using it for plot or adventure hooks ("I'll train you, if you go into the Hrorfist mountains and bring me back seven griffin quills") is cool. But just making it more difficult, annoying or costly to level up... I'm not sure I see the point. I would suggest that would be why it was left out of the newer rules - if you're just using it to jerk the players around, or make it more expensive for the sake of making it expensive, it isn't a whole lot of fun.
 
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But do consider the double (or treble) jeopardy involved.

The party has, in theory, gone though great effort and risk to gain the XP. Now you want them to pay again in gold and time. And then again in lost opportunity (or yet more gold and time)? Does that sound fun?

Using it for plot or adventure hooks ("I'll train you, if you go into the Hrorfist mountains and bring me back seven griffin quills") is cool. But just making it more difficult, annoying or costly to level up... I'm not sure I see the point. I would suggest that would be why it was left out of the newer rules - if you're just using it to jerk the players around, or make it more expensive for the sake of making it expensive, it isn't a whole lot of fun.

i really think it wasn't to jerk players around.

it was for making the players make tough decisions. i know with our group we would pay for the training of 1 pc over another based on the need of the group at the time.

for other groups it was a means to get rid of tons (10gp to the lb) of gps. this back when gp = xp for 1edADnD.
 

The 4e approach is in DMG2 - you don't train to gain levels, you train to learn special techniques each with a cost and effectiveness similar to a magic item.

I thought this was a pretty elegant approach, myself.
 

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