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Ideas for a smart City Watch
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<blockquote data-quote="Jaelommiss" data-source="post: 7252400" data-attributes="member: 6775925"><p>Hire retired adventurers. Have them give presentations to your new recruits on what they've learned about their foes, their allies, and their own capabilities. Keep them on standby in case of trouble with more capable people.</p><p></p><p></p><p>Are guards able to gain XP and levels? If so it's pretty easy to advance. If not, why?</p><p></p><p>Two guards, each worth 25 XP, spar at the end of their shift before heading home for the night (where they will take a Long Rest and fully heal). It takes 12 victories to reach level 2. After a maximum of 23 matches one of the pair will have won enough to advance. Call it a month to account for days off, accidents, and emergencies that prevent it happening. After one month of training half of your guards are level 2. Another 24 victories (another month against a default guard or two months against an equal opponent, assuming they are still only worth 25 XP) will get them to level 3. These guards are strong enough to deal with the local bandits and goblins and wolves in relative safety, and some of them might have even picked up magical capabilities. 25 XP per fight with one fight per day and a 50% win chance gives us 4562 XP. After four years it'll be over 18k, bringing the average guard up to level six. A particularly powerful (75% win rate) guard could reach level ten in less than a decade. </p><p></p><p>Daily training seems excessive over such a long period. Maybe we'll start them with a three month training period. This'll create a backbone of level 2-3 guards, mostly fighers and barbarians and rogues, to handle day to day patrols and security. Later on we can add an intensive month long course (complete with healing from the local clergy to allow more frequent and dangerous training) that covers more advanced on magic and tactics. There will also be training from adventurers here so that the guard can specialize in a field they are best suited to. This will be offered to the best guards (level 3, plus demonstrated capabilities in the field for a year or so), bringing them up to level five and opening up the rest of the classes. On top of your couple hundred level three guards you've now added everything from advanced tracking (rangers), unarmed experts (monks), healers (clerics), magical experts (wizards), and tier two martials. These stronger guards will act as reinforcements for regular guard, stepping in to handle more serious situations. They'll also be able to support missions outside of town, such as handling goblins and bandits and wolves. This will minimize losses and promote development at all ranks. These hands on assignments will also provide practical knowledge in handling dangerous or magical situations that seminars and lectures cannot. I'm sure that there will be the occasional threat that is too much for the regular guard. If a CR 6 wyvern moves into the area it will take a group of those stronger guards to deal with it. The best of them, working together repeatedly in these situations, will continue to get stronger. </p><p></p><p>What I'm getting at is that the best way for the town guard to be able to combat adventurers and their shenanigans is to train them like adventurers. If you take a group of farmers and hand them a bunch of chainmail and spears, you've still got a bunch of farmers. If you take those farmers and train them into capable soldiers, then you'll have capable soldiers. In a world where such radical advancement is possible, it makes no sense at all for the guards to not have advanced themselves.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 7252400, member: 6775925"] Hire retired adventurers. Have them give presentations to your new recruits on what they've learned about their foes, their allies, and their own capabilities. Keep them on standby in case of trouble with more capable people. Are guards able to gain XP and levels? If so it's pretty easy to advance. If not, why? Two guards, each worth 25 XP, spar at the end of their shift before heading home for the night (where they will take a Long Rest and fully heal). It takes 12 victories to reach level 2. After a maximum of 23 matches one of the pair will have won enough to advance. Call it a month to account for days off, accidents, and emergencies that prevent it happening. After one month of training half of your guards are level 2. Another 24 victories (another month against a default guard or two months against an equal opponent, assuming they are still only worth 25 XP) will get them to level 3. These guards are strong enough to deal with the local bandits and goblins and wolves in relative safety, and some of them might have even picked up magical capabilities. 25 XP per fight with one fight per day and a 50% win chance gives us 4562 XP. After four years it'll be over 18k, bringing the average guard up to level six. A particularly powerful (75% win rate) guard could reach level ten in less than a decade. Daily training seems excessive over such a long period. Maybe we'll start them with a three month training period. This'll create a backbone of level 2-3 guards, mostly fighers and barbarians and rogues, to handle day to day patrols and security. Later on we can add an intensive month long course (complete with healing from the local clergy to allow more frequent and dangerous training) that covers more advanced on magic and tactics. There will also be training from adventurers here so that the guard can specialize in a field they are best suited to. This will be offered to the best guards (level 3, plus demonstrated capabilities in the field for a year or so), bringing them up to level five and opening up the rest of the classes. On top of your couple hundred level three guards you've now added everything from advanced tracking (rangers), unarmed experts (monks), healers (clerics), magical experts (wizards), and tier two martials. These stronger guards will act as reinforcements for regular guard, stepping in to handle more serious situations. They'll also be able to support missions outside of town, such as handling goblins and bandits and wolves. This will minimize losses and promote development at all ranks. These hands on assignments will also provide practical knowledge in handling dangerous or magical situations that seminars and lectures cannot. I'm sure that there will be the occasional threat that is too much for the regular guard. If a CR 6 wyvern moves into the area it will take a group of those stronger guards to deal with it. The best of them, working together repeatedly in these situations, will continue to get stronger. What I'm getting at is that the best way for the town guard to be able to combat adventurers and their shenanigans is to train them like adventurers. If you take a group of farmers and hand them a bunch of chainmail and spears, you've still got a bunch of farmers. If you take those farmers and train them into capable soldiers, then you'll have capable soldiers. In a world where such radical advancement is possible, it makes no sense at all for the guards to not have advanced themselves. [/QUOTE]
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