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Cost and Time for Training?
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<blockquote data-quote="Umbran" data-source="post: 5121476" data-attributes="member: 177"><p>But do consider the double (or treble) jeopardy involved.</p><p></p><p>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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5121476, member: 177"] 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. [/QUOTE]
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