Deathmonger
First Post
DonTadow said:The DMG specifically states that DM's have the option to require their PCs to train before achieving levels, which includes gaining feats and skills.
I wasn't questioning whether it was permitted in the rules, I was questioning whether it would lead anyone at the table to enjoy the game more.
DonTadow said:Wheras I like the idea of having a trainer for speciallized feats, I feel that skills and more mundane feats (like toughness) can be learned and enhanced over a course of the adventure. That said, I think the author, and Todd believe that the real reason why they need a change is because of how unbelievaable it is that when a character levels he automatically gains these new abilities.
My solution for this is to use the Buy the Numbers system and have it replace leveling in my two year campaign. That way, characters use XP to buy feats and skills over time which makes the progression look a bit more natural than "hey i leveled i get all new abilities". This system combined with trainers whom specialize in the more "class oriented feats" can make a campaign more realistic without the additional rpg interaction.
Your solution sounds reasonable to me, if in fact people are having less fun because of the "unbelievability" of 'chunky' advancement at every level. I am still of the opinion that a responsible DM will at least poll the group to see whether any of the players think it will actually be more interesting to spend a good piece of their playing time talking about the "training time" inbetween adventures. Yes, some of that can be done over email or whatever, but eventually it will invade time that could be spent adventuring. You need to figure out whether the increased "realism" of gradient advances is _better_ than having whatever time you spend on that be spent on actual gameplay. Even if you don't end up sacrificing game-time, you will spend time on it out-of-session, and you need to evaluate whether its going to be a better game if you spend your time as DM on that or on some other aspect of developing the game. See where I'm going with this?
I'm backing off a bit, here. I'm no longer strictly criticizing this approach. I am sure, however, that my own game is better served by overlooking your percieved realism problem in favor of having more time to spend on the parts that are more fun for me and my players. If your players get a kick out of gradient advancement, great! But I would want to know that for absolutely sure before I started writing down who can get what feats and skills where and how many weeks a character will have to spend there.