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<blockquote data-quote="Li Shenron" data-source="post: 5795350" data-attributes="member: 1465"><p>Training is a huge issue. I don't see how the problem can be solved in D&D.</p><p></p><p>Fundamentally, D&D uses levels to represent that you have in fact learned something. Everything you get at next level can be seen as the result of your training during the time spent at previous level(s).</p><p></p><p>But at the same time, levels are the result of XP which is gained by going adventuring (and mostly by killing stuff).</p><p></p><p>The problem is unsolvable, unless you break the relationship killing = XP = abilities. OTOH, this relationship is what has make D&D after all very <em>playable</em>.</p><p></p><p>Wizard learning spells from scrolls is an exception, and IIRC the sole one in 3ed. The reason is just that it is a legacy of the past editions. Personally, I've always enjoyed this exception, but I wouldn't mind if they removed it for the sake of consistency with everything else.</p><p></p><p>At the same time, I wouldn't mind if more similar options were given to other classes. BUT they have to be put a limiting factor. Wizard scrolls are limited by their availability. It's quite vague, because in magic-mart campaign this means simply the money to buy whatever scroll you want. Ultimately, the DM should just have the guts to say no if the thing is going too far.</p><p></p><p>If you want a rule system that lifts this burden from the DM, then a clearer limiting factor should be used. <strong>Time</strong> is the most obvious one: a minimum time requirement for example spent in uninterrupted training (outside adventures, of course) for each additional ability a PC wants to learn, the better the ability the bigger the time. At least this way you will have all PCs on equal grounds. The downside is that as soon as you have such system, every PC will use it, because otherwise they would feel they're not getting as much as those who use it all the time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5795350, member: 1465"] Training is a huge issue. I don't see how the problem can be solved in D&D. Fundamentally, D&D uses levels to represent that you have in fact learned something. Everything you get at next level can be seen as the result of your training during the time spent at previous level(s). But at the same time, levels are the result of XP which is gained by going adventuring (and mostly by killing stuff). The problem is unsolvable, unless you break the relationship killing = XP = abilities. OTOH, this relationship is what has make D&D after all very [I]playable[/I]. Wizard learning spells from scrolls is an exception, and IIRC the sole one in 3ed. The reason is just that it is a legacy of the past editions. Personally, I've always enjoyed this exception, but I wouldn't mind if they removed it for the sake of consistency with everything else. At the same time, I wouldn't mind if more similar options were given to other classes. BUT they have to be put a limiting factor. Wizard scrolls are limited by their availability. It's quite vague, because in magic-mart campaign this means simply the money to buy whatever scroll you want. Ultimately, the DM should just have the guts to say no if the thing is going too far. If you want a rule system that lifts this burden from the DM, then a clearer limiting factor should be used. [B]Time[/B] is the most obvious one: a minimum time requirement for example spent in uninterrupted training (outside adventures, of course) for each additional ability a PC wants to learn, the better the ability the bigger the time. At least this way you will have all PCs on equal grounds. The downside is that as soon as you have such system, every PC will use it, because otherwise they would feel they're not getting as much as those who use it all the time. [/QUOTE]
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