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<blockquote data-quote="Li Shenron" data-source="post: 7297108" data-attributes="member: 1465"><p>I think you are creating the problem yourself, when you decide to require explicit training at the level when the subclass is chosen. But you didn't require the same training at 1st level, did you? You probably just handwaved it or maybe asked the player to write down a short background. What is stopping you from doing the same at level 3, i.e. allow the player to describe how the PC managed to learn/acquire the new abilities.</p><p></p><p>Also, this problem may be caused by having a tight sequence of adventures without downtime. Wanting to play gapless adventuring campaigns and requiring training to level up are incompatible, so either separate the adventures with downtime or loosen the training requirements.</p><p></p><p>It also always helps to separate the narration of training from the acquired benefits. You don't strictly need to say that training and levelling up happen in immediate succession. You can let the players describe training when the PC just happens to have downtime, and then the benefits will manifest with the level up later on, or similarly you can allow the player a delayed description of past trainings.</p><p></p><p> [MENTION=6785649]Voort[/MENTION] gives a very good example how to generally replace personal training with something else. It is the DM's job to decide how things work in your world, you do not need to conform to someone else's expectations. In one fantasy world Wizards may strictly need a master to learn magic, in another fantasy world they could be simply self-taught. It's really up to you, so if you have troubles with some specific archetypes, you have all the rights to change how things work.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7297108, member: 1465"] I think you are creating the problem yourself, when you decide to require explicit training at the level when the subclass is chosen. But you didn't require the same training at 1st level, did you? You probably just handwaved it or maybe asked the player to write down a short background. What is stopping you from doing the same at level 3, i.e. allow the player to describe how the PC managed to learn/acquire the new abilities. Also, this problem may be caused by having a tight sequence of adventures without downtime. Wanting to play gapless adventuring campaigns and requiring training to level up are incompatible, so either separate the adventures with downtime or loosen the training requirements. It also always helps to separate the narration of training from the acquired benefits. You don't strictly need to say that training and levelling up happen in immediate succession. You can let the players describe training when the PC just happens to have downtime, and then the benefits will manifest with the level up later on, or similarly you can allow the player a delayed description of past trainings. [MENTION=6785649]Voort[/MENTION] gives a very good example how to generally replace personal training with something else. It is the DM's job to decide how things work in your world, you do not need to conform to someone else's expectations. In one fantasy world Wizards may strictly need a master to learn magic, in another fantasy world they could be simply self-taught. It's really up to you, so if you have troubles with some specific archetypes, you have all the rights to change how things work. [/QUOTE]
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