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We've used different systems, from 1 day/per target level to 1 week to a very advanced system where each skill point spent, feat taken, and spell or special ability gained took a variable amount of time...I'd say go with something fairly easy...if it doesn't matter much just say 1 or 2 weeks...if it matters the 1 day per level or something similar is probably better...
 


Raven Crowking said:
As sad/lame as it may sound to some.... :uhoh:

I am actually developing rules for down time. Specifically, I am encouraging PCs to take downtime, both in order to fulfill requirements (research/craft/training/etc.) and to rest. I am trying to break the "1st to 20th in two game years" skyrocket by allowing seasonal turns wherein the PCs rest, recuperate, and take care of minor business.

I also intend to allow an XP cost in lieu of training. "Training on the run," so to speak.

The general idea is that a single game session could cover several seasonal turns, allowing the characters to age, develop families, politick, etc., so that the long-lived races (elves) can actually be seen to differ from the short-lived races (humans, half-orcs). Some PCs might even establish businesses.

In any event, the overall idea is to spread significant events over a longer period of time, as part of a more reasonable simulation of the campaign world and the PC's part in it. Remember that a long time passes between The Hobbit and LotR, and even in LotR a number of years pass in the book's beginning.


RC
I would SO play in this game. :)
 

Raven Crowking said:
As sad/lame as it may sound to some.... :uhoh:

I am actually developing rules for down time. Specifically, I am encouraging PCs to take downtime, both in order to fulfill requirements (research/craft/training/etc.) and to rest. I am trying to break the "1st to 20th in two game years" skyrocket by allowing seasonal turns wherein the PCs rest, recuperate, and take care of minor business.

I just posted, the other day, my own idea for downtime . . it sounds like it doesn't quite do everything you're looking for, but it might be a starting point.

http://www.enworld.org/showthread.php?t=150440
 

Nothing really detailed here, but the group I am in uses the following rules;

Training for the next class level requires 2 weeks time and costs 200 gp per level above 1st. For example, to reach 2nd level requires 2 weeks training and 200 gp, 3rd is 2 weeks training and 400 gp.

Training for a new class costs 1000 gp and requires 1 month.

There are some more "circumstantial" training rules that I have found out from the DM after planning things out (such as picking up an additional regional feat has the same requirements as training for a new class, on top of the normal training costs).

Personally, I don't like the rules. Sure, it works for a campaign that is fairly low-money (and low-magic), but when using the Shackled City adventures it is a severe handycap.
 

The 3E DMG had several rule options for training. I never used them in my games as the pacing just wasn't right. In Pledge of Tyranny I use the variant where you train for the whole level and skills and feats come as part of that. It costs 1,000 gp per your current level to advance to the next one, so characters at 1st-level usually have to take out a loan of sorts, and later they have to save a bit of money from each adventure for training.

That also means you can sometimes take long breaks between low-level adventures in order to have PCs make money for their loan. Which works fine in some games.
 

This kind of long-term campaign development is fantastic, if your PCs have the patience to RP their downtime. Off the cuff, I would suggest the following:

Full enforcement of the magic item development rules. That means weeks, possibly months, of building and designing gear. This never fails largely because there's a massive, tangible benefit to the down time.

I have to ask: how did you plan on working this out? During game? Between sessions? Are you having the players draft full bore histories and such from season to season? The reason I'm asking is because rules, by design, are built to carry the momentum of a campaign forward by letting it run smoothly. If you just want to charge your PCs to train, then I would agree: Char. Lvl x 1,000gp is a hefty sum, but one most characters can manage if you assign treasure by RAW. I guess what I'm asking, in a long drawn out way is:

What exactly do you want your mechanics to accomplish that you can't do either through RP or an existing rule? I ask because I come from a "more RP is better" mentality, and I try to make the rules invisible. If you're attempting to make leveling up have added weight or resources to it, your players may simply attack your mechanics, i.e., "I have 6,000 gold. I go to the trainer and level" and they rub off a chunk of plat from their character sheet - this, to me, would defeat the purpose of really drawing out the feeling of time passing, and things being accomplished.

The other point I would bring up is that character advancement and improvement is best done, for me in game, with everyone able to communicate in character. I'm all for letting people develop story arcs between sessions, but when the season ends, what happens to the aging humans, half-elves and haflings? Will they be making new PCs? Do they inheret the gear of their old PCs?

Just curious. I think if I had a better idea of where you were going, I'd be more able to help you get there.

LCpt. Thia Halmades
 

In one campaign (grim 'n' gritty) it takes 1 month to train, minus 1 week per Int bonus.

You can train others to your level -3 and can self train at level 5+ in a class.

If you want to learn non-basic feats, you must find a trainer that has the feat.
 


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