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<blockquote data-quote="was" data-source="post: 2645690" data-attributes="member: 24488"><p>-There were a large number of problems. We played under a combination method of XP and money spent on training to level up. First, no one liked having to spend their hard earned XP and money on training. The ever increasing cost was infuriating. This problem was exacerbated by the fact that the DM didn't figure these expenditures into XP and monetary awards. Much of the time we were close to leveling up, but short of the money to do so.</p><p></p><p>-Second, the time and effort spent on finding someone to train you, who happens to have the right level, ate up a lot of in-game time. In a group that doesn't have a lot of time to game, that turns out to be a major annoyance. Additionally, trying to actually locate someone with the proper requirements to train you, unless you regularly return to a well-known base of operations, turned out to be nearly impossible in unfamiliar locals. On top of that, if you were in small towns and villages you couldn't locate any trainers. Unless we were in a very large city, we didn't get to level up.</p><p></p><p>-Third, the time and expenditures spent on training were useless if the instructor failed his rolls. This happened several times, leaving upset players with much less XP and money with zero gain to show for it.</p><p></p><p>-Finally, the practice conflicted with the notion of gaining your experience through adventuring. In other words, adventuring functions as a type of on-the-job training. It just seems that characters gain more experience in the field thwarting foes than they can in a training session.</p><p></p><p>-In the end, all the players got tired of it and quit when the DM refused to alter his advancement methods. It was a very, very, very ugly gaming experience. Be extremely careful if you choose to use it. This method is one of the very few house rules that I refuse to play under and will never consider using when running my campaigns.</p><p></p><p>-sorry if this sounds like a rant, it's a touchy subject to me-</p></blockquote><p></p>
[QUOTE="was, post: 2645690, member: 24488"] -There were a large number of problems. We played under a combination method of XP and money spent on training to level up. First, no one liked having to spend their hard earned XP and money on training. The ever increasing cost was infuriating. This problem was exacerbated by the fact that the DM didn't figure these expenditures into XP and monetary awards. Much of the time we were close to leveling up, but short of the money to do so. -Second, the time and effort spent on finding someone to train you, who happens to have the right level, ate up a lot of in-game time. In a group that doesn't have a lot of time to game, that turns out to be a major annoyance. Additionally, trying to actually locate someone with the proper requirements to train you, unless you regularly return to a well-known base of operations, turned out to be nearly impossible in unfamiliar locals. On top of that, if you were in small towns and villages you couldn't locate any trainers. Unless we were in a very large city, we didn't get to level up. -Third, the time and expenditures spent on training were useless if the instructor failed his rolls. This happened several times, leaving upset players with much less XP and money with zero gain to show for it. -Finally, the practice conflicted with the notion of gaining your experience through adventuring. In other words, adventuring functions as a type of on-the-job training. It just seems that characters gain more experience in the field thwarting foes than they can in a training session. -In the end, all the players got tired of it and quit when the DM refused to alter his advancement methods. It was a very, very, very ugly gaming experience. Be extremely careful if you choose to use it. This method is one of the very few house rules that I refuse to play under and will never consider using when running my campaigns. -sorry if this sounds like a rant, it's a touchy subject to me- [/QUOTE]
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