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<blockquote data-quote="GreenTengu" data-source="post: 6762163" data-attributes="member: 6777454"><p>To be fair, none of the ways in which they attempted to restrict level gaining beyond experience points made any sense whatsoever.</p><p></p><p>The Fighter or Rogue had to determine if they had slaughtered enough people and picked up enough gold pieces to qualify for additional training? Since when do you give veterans additional training in the things they have been practicing in the field? Haven't all these fights they have been in and locks they have picked been in and of themselves opportunities in order to refine their skills and techniques? What exactly is that trainer going to be showing them in 1d6 weeks time that is going to be more relevant for honing these skills more than field experience was? And if these techniques existed, why weren't they part of the initial training instead of requiring someone to go out and stab lots of living things and pick up lots of gold before going over them?</p><p></p><p>I suppose it makes marginally more sense for clerics, but only marginally so-- I mean the cleric is supposedly in touch with their god while casting their spells and during the sleep/meditation they need to do in order to regain their spells, so... why do they need to report to a higher level priest for additional training? Wouldn't their god naturally favor them for doing their work and spreading their influence and be a far better guide than any high priest?</p><p></p><p>Really, the whole additional training seems to work only for Wizards who are indeed picking up tangibly new things while leveling-- and even then, it is really just the learning new spells part, their spell slots and toughness seem like they should just increase naturally.</p><p></p><p></p><p>Yes, the additional Druid and Assassin requirements were all the more goofy, no doubt.</p><p></p><p>The mistake perhaps was really writing these things into the book as standard required systems for play rather than examples of optional systems that DMs could implement if they felt the players were gaining levels too easily and too arbitrarily. But, I think the initial concept was that there would be a strict standardized ruleset and all characters people generated existed as population of a single world and could be ported from game to game with assurances that nothing too wonky was happening in any particular one much akin to Adventurer's League... it was probably only later that the idea that every group should be encouraged to throw out as much of the rules as are interfering with fun and really do whatever they want with only their imagination limiting them came more into favor.</p><p></p><p>I might be wrong, but looking through the rulebooks of the various editions that is the impression I got. Less and less "these are the rules, FOLLOW THEM" and more "yeah, here is how we do it-- the DM should do whatever he likes" going from edition to edition.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6762163, member: 6777454"] To be fair, none of the ways in which they attempted to restrict level gaining beyond experience points made any sense whatsoever. The Fighter or Rogue had to determine if they had slaughtered enough people and picked up enough gold pieces to qualify for additional training? Since when do you give veterans additional training in the things they have been practicing in the field? Haven't all these fights they have been in and locks they have picked been in and of themselves opportunities in order to refine their skills and techniques? What exactly is that trainer going to be showing them in 1d6 weeks time that is going to be more relevant for honing these skills more than field experience was? And if these techniques existed, why weren't they part of the initial training instead of requiring someone to go out and stab lots of living things and pick up lots of gold before going over them? I suppose it makes marginally more sense for clerics, but only marginally so-- I mean the cleric is supposedly in touch with their god while casting their spells and during the sleep/meditation they need to do in order to regain their spells, so... why do they need to report to a higher level priest for additional training? Wouldn't their god naturally favor them for doing their work and spreading their influence and be a far better guide than any high priest? Really, the whole additional training seems to work only for Wizards who are indeed picking up tangibly new things while leveling-- and even then, it is really just the learning new spells part, their spell slots and toughness seem like they should just increase naturally. Yes, the additional Druid and Assassin requirements were all the more goofy, no doubt. The mistake perhaps was really writing these things into the book as standard required systems for play rather than examples of optional systems that DMs could implement if they felt the players were gaining levels too easily and too arbitrarily. But, I think the initial concept was that there would be a strict standardized ruleset and all characters people generated existed as population of a single world and could be ported from game to game with assurances that nothing too wonky was happening in any particular one much akin to Adventurer's League... it was probably only later that the idea that every group should be encouraged to throw out as much of the rules as are interfering with fun and really do whatever they want with only their imagination limiting them came more into favor. I might be wrong, but looking through the rulebooks of the various editions that is the impression I got. Less and less "these are the rules, FOLLOW THEM" and more "yeah, here is how we do it-- the DM should do whatever he likes" going from edition to edition. [/QUOTE]
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