Levelling up

Do you require training to level up your characters?

  • Yes, formal training is required.

    Votes: 19 9.5%
  • It depends on the class/ not every level or skill

    Votes: 48 24.1%
  • No, adventuring is how you get better at adventuring

    Votes: 123 61.8%
  • Whatever they did in OD+D, all else is a pale imitation

    Votes: 9 4.5%


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MonsterMash said:
Old one,

That's quite similar to what I do, but I will allow a new feat that matches what they've been doing, e.g. a fighter can pick up Greater Weapon Specialisation, but not something not related. Likewise you can increase levels in the current class, but not suddely add levels in something else without a training opportunity.

Idem. If the player made some attempt at something close to the new feat/ability he wants, I can remove the training obligation.

A few times I made a feat available with a little malus that disapeared after a few successful (and useful) uses .
If the time for researching a spell was a bit short, I give a spellcasting DC to succesfully cast it, or stuff likethat. No hard coded rules, just some variations to express the "uncomplete training". It's usually more a flavor thing than a hassle for the players.



Chacal
 

I voted require training because this option is at most adequate to the way I handle it in my campaigns.
I handle levelling up of PCs like Thanee.
The PCs need training in a skill to improve a skill. They need a trainer to learn a new skill or a new feat.
 

I've tried some detailed training methods out in game, but found they didn't really add to my game... which is funny - because IME they work well in some other game systems.

I just generalised it down to 1 week per 3 levels of the PCs new level. This is to keep time rolling on in the gameworld more than anything else... I will let them do this training after gaining a level: if they level in the middle of an adventure, they can add the bonuses now and do the training later.

The only really exception is classes/prestige class that are tied to an organisation I want to use as part of the plot. Then we'll roleplay it out.

Nemm - that's a great idea!
 

No, I don't require them to train. However, I do require them to roleplay their way to their next level. Thinking of taking a feat - I want to see you thinking it. Thinking of learning a spell - I want to hear that you mention your wizard is researching it. Thinking of learning a new language or skill - show me in the way you roleplay your character.

Then, at least, it's not something that suddenly happens. It's something that's been happening for some time and you've been working/thinking on it for a while.

Pinotage
 

Cor Azer said:
Very cool.

Is it much bookkeeping on your part?

No, just a little extra prep work before the session where I hand out XP.

I just keep a list of skills and feats out in front of me when I make those award sheets - and like I said, if I forget anything the players are sure to remind me. ;)


Oh, and Old One's system perfectly meshes with how I do it as I make people train for the same things (new spell level, totally new class ability that does not build on something else), etc. . .

EDIT: So right now in my game, for example, the 9th level priest does not have access to his 5th level spells yet (he has not had a chance to train). He still gets the slots though and can fill them with lower level spell.
 

I required training in my last campaign, but I was trying to find a diff method, on the player survey I handed out it got the lowest score of all my house rules so it needs to be changed.

I think I will steal Old Ones guidelines with the exeception that you can take feats to continue a feat tree that you already have, and that improved critical is linked to weapon focus.
If you dont train you still gain most benfits from leveling, just not new abilities.

I think downtime is important, cause a 18 yr old becoming a 10th lvl wizard is ridicoulus. I prefer to have several years pass during the average adventuring career
 

I really like the idea of training being required for levelling up but I can't figure out a way of doing it that I like as much.
Therefore, I don't do it.

If you want your players to spend more time levelling then give them fewer XPs.
 

robberbaron said:
If you want your players to spend more time levelling then give them fewer XPs.
The problem with that is that it also takes a lot of adventures to level up, which take up real world time, not just game time. I don't mind Timmy the wizard being really powerful when he meets his dad again after adventuring. I don't mind that this takes only a year of real-world-sitting-around-the-table-campaign time. I do mind that dad thought Timmy only left home three weeks ago, and now suddenly he's a 10th level wizard.


Rav
 

IMC, it's an "it depends" answer:

When a character levels up, they get all the abilities of their base class (BAB, saves, class abilities) and can put ranks into skills that they already have or are skills that can be used untrained. They get this immediately upon leveling up (even in the middle of an adventure/dungeon/wherever).

However, they must have formal training for new feats (except for a couple of listed exceptions), skills that can't be used untrained, and adding new classes. Formal training can be done by an NPC, or a PC that has the feat/skill/class the newly leveled PC wants.

Works for us.
 

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