overgeeked
Open-World Sandbox
I don't know why this is a thing to argue about. But the game has covered this in the past.I don't think any edition said how they got their training... why is this a thing? Why is it a mark against 5e when literally no core book ever gave rules for that? In fact the 5e rules give a stronger sense of background and motivation that previous iterations of the game with the background template, which offer suggestions, and the Ideals, Bonds and Flaws. Why does there need to be a mechanic for this? Do I need a mechanic to make up my training and other details? I don't think so.
AD&D DMG, p12. "When a player character selects a class, this profession is assumed to be that which the character has been following previously, virtually to the exclusion of all other activities. Thus the particular individual is at 1st level of ability. However, some minor knowledge of certain mundane skills might belong to the player character — information and training from early years or incidentally picked up while the individual was in apprenticeship learning his or her primary professional skills of clericism, fighting, etc. If your particular campaign is aimed at a level of play where secondary skills can be taken into account, then use the table below to assign them to player characters, or even to henchmen if you so desire."
The same page provides a list of ages appropriate for starting characters based on age. For humans, clerics are 18 + 1d4 years old, fighters 15 + 1d4, magic-users 24 + 2d8, thief 18 + 1d4. That clearly suggests that it takes far longer to learn some of these trades than others.
The AD&D DMG, p86, also has rules for training, though of the leveling up variety. They're quite wild.