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How do characters *gain* new classes? (In-game logic)
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<blockquote data-quote="Li Shenron" data-source="post: 1611126" data-attributes="member: 1465"><p>IMHO <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>In theory, everything your character gains at a new level was learned in time during his previous level, or more appropriately during the time passed after the last time he gained an equivalent feature (for example, if his last feat was gained at 3rd, he is learning his 6th-level feats during levels 3rd-5th). Of course the whole thing is just an abstraction for game's sake, and you don't even have to take it too seriously.</p><p></p><p>IMO, you should handle learning as it goes smoother for your group out-of-char first of all, and justify it in-char in an easy way in general, for example throwing bits here and there during downtime. Normally, players make their choices for the new level only when they actually level up, but characters don't suddenly gain all the benefits (that is part of the abstraction); this often leads some DMs to require "stop adventuring" between levels to get training, which however cuts off the fact that people learn also by doing and not only by studying.</p><p></p><p></p><p></p><p>Every class and none, depending on what the player feels like, and which restrictions or requirements the DM wishes to add! <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=":)" /> Everything can be "teached" or "self-teached" if it fits with the character and the campaign. Don't think that since the flavor text in the PHB says the Sorcerer has dragon blood, you HAVE to take it like that in your game! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p></p><p>Normally, in my XP the nicest PrCls to play are the ones tied to a restricted group in the setting, while the others tend to feel like kits of abilities. In general, I think it makes sense to stress the RP requirements for PrCls, but if that doesn't appeal you, just don't... remember that the DM should be by default in charge of handling PrCls.</p><p></p><p></p><p></p><p>Again, since the DM should be in total charge, he should be free to add or remove this kind of requirement to a PrCl. I would discuss with the player about what kind of PC she would prefer to play (self-taught or trained, again), because in general I think that there is always space enough for the DM to change the setting to suit the PCs rather than always change the PCs to suit the setting...</p><p></p><p></p><p></p><p>In the past it has depended on the campaign, and the playing group. Some players are embarassed by large freedom and you have to give them LESS choices to make it easier <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=":)" /> while others hate to be railroaded just because the DM wants something from her own world.</p><p></p><p>It hasn't always been like this, but recently I am more open and let the players have more freedom. To mention, I even sometimes start an adventure by telling the players what awaits them (of course, not in details...), and let them tell me why and how their characters embarked in this quest.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1611126, member: 1465"] IMHO ;) In theory, everything your character gains at a new level was learned in time during his previous level, or more appropriately during the time passed after the last time he gained an equivalent feature (for example, if his last feat was gained at 3rd, he is learning his 6th-level feats during levels 3rd-5th). Of course the whole thing is just an abstraction for game's sake, and you don't even have to take it too seriously. IMO, you should handle learning as it goes smoother for your group out-of-char first of all, and justify it in-char in an easy way in general, for example throwing bits here and there during downtime. Normally, players make their choices for the new level only when they actually level up, but characters don't suddenly gain all the benefits (that is part of the abstraction); this often leads some DMs to require "stop adventuring" between levels to get training, which however cuts off the fact that people learn also by doing and not only by studying. Every class and none, depending on what the player feels like, and which restrictions or requirements the DM wishes to add! :) Everything can be "teached" or "self-teached" if it fits with the character and the campaign. Don't think that since the flavor text in the PHB says the Sorcerer has dragon blood, you HAVE to take it like that in your game! :cool: Normally, in my XP the nicest PrCls to play are the ones tied to a restricted group in the setting, while the others tend to feel like kits of abilities. In general, I think it makes sense to stress the RP requirements for PrCls, but if that doesn't appeal you, just don't... remember that the DM should be by default in charge of handling PrCls. Again, since the DM should be in total charge, he should be free to add or remove this kind of requirement to a PrCl. I would discuss with the player about what kind of PC she would prefer to play (self-taught or trained, again), because in general I think that there is always space enough for the DM to change the setting to suit the PCs rather than always change the PCs to suit the setting... In the past it has depended on the campaign, and the playing group. Some players are embarassed by large freedom and you have to give them LESS choices to make it easier :) while others hate to be railroaded just because the DM wants something from her own world. It hasn't always been like this, but recently I am more open and let the players have more freedom. To mention, I even sometimes start an adventure by telling the players what awaits them (of course, not in details...), and let them tell me why and how their characters embarked in this quest. [/QUOTE]
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