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General Tabletop Discussion
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Cost and Time for Training?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5126000" data-attributes="member: 32740"><p>As I was explaining, what training rules are attempting to do is draw attention to other aspects of the ongoing game and character development. It assumes that it is a GOOD THING to actually interrupt the otherwise ceaseless, swift progression to higher levels. Getting better at walking balance beams rightfully isn't done by spending an hour in the Temple of the Great Tide in combat. It's logically done by spending days and weeks in training at Barrys Beam Bonanza. No, that's NOT adventurous and exciting - but it's ACCURATE. Training rules aren't detailed or extensive. They are a TOKEN nod to that accuracy and simultaneously present the opportunity for insertion of other viable gaming goals. If that token nod annoys you just ignore it. Many, perhaps even <em>most</em> people who played AD&D did. The game won't break if you do. But training rules are not an offense to the gaming gods. They served, and still serve, useful purposes.</p><p> </p><p>Yeah, actually most times it IS just a matter of, "You train for a month. You spend x gold. You gain a level." Generally, it's been my experience as a player that NOTHING happens when you train. As a DM I've frequently gone out of my way to fit MY game-event timeline around PC training to minimize disruption. But how much of a disruption IS IT? All you're doing at that point is just advancing the calendar. What's the difference? The difference is that marking off the time spent in training IS more sensible than clearing a dungeon room, DING! You level up. Then you kick in the next door along the corridor having just increased in hit points, combat ability, spells, skills, class abilities, etc. while walking the last twenty feet. It's not MUCH more accurate to say that those gains require only a week or two of intensive training and some gold expenditures - but it is SOMEWHAT more accurate.</p><p> </p><p>But as I noted they DO add something on their own. The fact they don't add something <em>you</em> want doesn't make them useless. And yes they certainly can be handled mindlessly and hamfistedly as you're suggesting and so become a detriment to a game, but that's a <u>DM</u> problem, not an issue with training rules as a game concept in and of themselves.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5126000, member: 32740"] As I was explaining, what training rules are attempting to do is draw attention to other aspects of the ongoing game and character development. It assumes that it is a GOOD THING to actually interrupt the otherwise ceaseless, swift progression to higher levels. Getting better at walking balance beams rightfully isn't done by spending an hour in the Temple of the Great Tide in combat. It's logically done by spending days and weeks in training at Barrys Beam Bonanza. No, that's NOT adventurous and exciting - but it's ACCURATE. Training rules aren't detailed or extensive. They are a TOKEN nod to that accuracy and simultaneously present the opportunity for insertion of other viable gaming goals. If that token nod annoys you just ignore it. Many, perhaps even [I]most[/I] people who played AD&D did. The game won't break if you do. But training rules are not an offense to the gaming gods. They served, and still serve, useful purposes. Yeah, actually most times it IS just a matter of, "You train for a month. You spend x gold. You gain a level." Generally, it's been my experience as a player that NOTHING happens when you train. As a DM I've frequently gone out of my way to fit MY game-event timeline around PC training to minimize disruption. But how much of a disruption IS IT? All you're doing at that point is just advancing the calendar. What's the difference? The difference is that marking off the time spent in training IS more sensible than clearing a dungeon room, DING! You level up. Then you kick in the next door along the corridor having just increased in hit points, combat ability, spells, skills, class abilities, etc. while walking the last twenty feet. It's not MUCH more accurate to say that those gains require only a week or two of intensive training and some gold expenditures - but it is SOMEWHAT more accurate. But as I noted they DO add something on their own. The fact they don't add something [I]you[/I] want doesn't make them useless. And yes they certainly can be handled mindlessly and hamfistedly as you're suggesting and so become a detriment to a game, but that's a [U]DM[/U] problem, not an issue with training rules as a game concept in and of themselves. [/QUOTE]
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