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<blockquote data-quote="howandwhy99" data-source="post: 5797695" data-attributes="member: 3192"><p>In our OD&D game training by PCs is required to gain a level. It takes time and treasure to do so, but advancement through the levels is slow enough that pre-training can be done quite easily. This gives the players something else to account for when they are adventuring outside of a specific red-hot area and back in town. Plus, they can gain funds by training others, train themselves, or shorten training time by getting a trainer. This doesn't even get into how NPCs train for their levels when they don't go adventuring for new and informative experiences. </p><p></p><p>One thing that training is useful for is when certain abilities are siphoned off from class abilities. How are languages learned in game when they aren't tied to a class? We might have a starting limit by INT, but that can change too. Training offers costs to those acquisitions. This makes sense with multi-classing too, and anything else outside of one's class. I think the difference lies in their not being a skill system in the older games, but feel free to disagree.</p><p></p><p>EDIT: Time and money and other costs on an adventuring scale isn't necessarily a bad thing either. It was already talked about how manufacture of magic items could take significantly longer than a 1 round spell to balance PCs ability to craft them. Spell book transcribing too.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5797695, member: 3192"] In our OD&D game training by PCs is required to gain a level. It takes time and treasure to do so, but advancement through the levels is slow enough that pre-training can be done quite easily. This gives the players something else to account for when they are adventuring outside of a specific red-hot area and back in town. Plus, they can gain funds by training others, train themselves, or shorten training time by getting a trainer. This doesn't even get into how NPCs train for their levels when they don't go adventuring for new and informative experiences. One thing that training is useful for is when certain abilities are siphoned off from class abilities. How are languages learned in game when they aren't tied to a class? We might have a starting limit by INT, but that can change too. Training offers costs to those acquisitions. This makes sense with multi-classing too, and anything else outside of one's class. I think the difference lies in their not being a skill system in the older games, but feel free to disagree. EDIT: Time and money and other costs on an adventuring scale isn't necessarily a bad thing either. It was already talked about how manufacture of magic items could take significantly longer than a 1 round spell to balance PCs ability to craft them. Spell book transcribing too. [/QUOTE]
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