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<blockquote data-quote="Turhan" data-source="post: 2645394" data-attributes="member: 21856"><p>As the main DM I don't employ such stirct rules of training and down time. However, I do from time to time, simply say that we are at a breakaing point and when we return next week, two years will have passed. Then I ask them to think about that and the next week we talk over how each would spend the time. I also put in some fixed pieces of info, for example: "You were invited to study with The Wiizardess for four months and you taught your apprentice for 7 months- the rest of the time is yours to study or make stuff and seek 'training' from one of the other NPCs you know. With one fighter in our gorup, I have an old fellow or two nearby their little keep. The old fellow is a crafty old fighter rogue who can offer many insights to the various pc's in teh group.</p><p></p><p>If I wanted to make a restriction to toughen up the learning process I'd use the above suggestion: Let them level up, but not learned their class abilites for that level until trained. As for skills in trained things, like Open Lock, I'd let them add the full points, but I'd bump up every Open Lock DC check by 2 to 5 points as a circumstancial modifier- until they either got lots of ingame practice while adventuring, or until they got some training.</p><p></p><p>I try not to hold players back and if they skyrocket to a level I can't DM well, I either turn the game over or suggest we start new characters.</p><p></p><p>The main point though, for my campaigns, is that I simply advance time 1 to 10 years at a shot and I tell the players well in advance of the time jump so they can prepare mentally and do some stuff with their PCs from an ingame standpoint.</p><p></p><p>Bottom line, only do what everyone thinks is fun. If anyone balks at the training or time jumps, it is time to talk and reconsider. Maybe make a real life Persuade Check.</p></blockquote><p></p>
[QUOTE="Turhan, post: 2645394, member: 21856"] As the main DM I don't employ such stirct rules of training and down time. However, I do from time to time, simply say that we are at a breakaing point and when we return next week, two years will have passed. Then I ask them to think about that and the next week we talk over how each would spend the time. I also put in some fixed pieces of info, for example: "You were invited to study with The Wiizardess for four months and you taught your apprentice for 7 months- the rest of the time is yours to study or make stuff and seek 'training' from one of the other NPCs you know. With one fighter in our gorup, I have an old fellow or two nearby their little keep. The old fellow is a crafty old fighter rogue who can offer many insights to the various pc's in teh group. If I wanted to make a restriction to toughen up the learning process I'd use the above suggestion: Let them level up, but not learned their class abilites for that level until trained. As for skills in trained things, like Open Lock, I'd let them add the full points, but I'd bump up every Open Lock DC check by 2 to 5 points as a circumstancial modifier- until they either got lots of ingame practice while adventuring, or until they got some training. I try not to hold players back and if they skyrocket to a level I can't DM well, I either turn the game over or suggest we start new characters. The main point though, for my campaigns, is that I simply advance time 1 to 10 years at a shot and I tell the players well in advance of the time jump so they can prepare mentally and do some stuff with their PCs from an ingame standpoint. Bottom line, only do what everyone thinks is fun. If anyone balks at the training or time jumps, it is time to talk and reconsider. Maybe make a real life Persuade Check. [/QUOTE]
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