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The Idea of training to level

I only skimmed the last half of this thread, so this may have been mentiond already. The Players Handbook says (P. 145) that characters have to train, not only to advance but just to maintain their level. It says that if characters and do not train, they might lose EXP.
 

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Crothian said:


But what if you haven't been doing this reasearch all along? The book assumes to much in that.
If the wizard can't work on new spells each evening during the adventure, and then finally figure it out one morning (when he levels) - then the fighter had better not be able to suddenly gain an Exotic Weapon Profficiency one morning either.

It is assumed that all of the characters spend their off time working on their class skills. Fighters practice fighting techniques, clerics pray for insight, and wizards work on various incantations. If one class can level up in the wilderness, then all must be able too.
 
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Re: Re: huh?

hong said:


I think it's an anagram of IYKWIMAITYD.
Bah, don't listen to hong! It's clearly an anagram, but not that one. Obviously, he means:

TIJMO YMMV = JIM TOMMY V

We all remeber old Jim Tommy the Fifth, poor guy. Of course, that is just my opinion and your milage may vary...
 



I'm with Dingleberry (see post above), which makes sense, because I play in his campaign, and he plays in one that I run.

I think the "reasonable amount of rest and being able to focus attention on things other than being alert in the wilderness or dungeon" is a pretty good middle ground solution.

In an old Star Wars (WEG d6, dontcha know) game that Dingleberry ran, we would do something similar, but one time there was a significant amount of Game Time that passed during which our characters were off at military training. At the end of that training, we received a number of skill points to reflect much of that effort, and role-played a few "in-training" moments to help get a feel for where the story was at that time in the game. I know it's important to be consistent, but sometimes there might be a way to work in a role-playing situation to reflect some of what was done, without burying the ongoing story in too many details about which motes of dust settle off of the scrolls the wizard's been studying, and how many new nicks there are out of the warrior's blade.

And now that I've gone on too long, good night.

Warrior Poet
 

Just another quick opportunity to go on too long ... again ...

I also agree with Dingleberry's choice to improve skills that have been used (we just have to make sure to say something like "When I get the chance, I'll try and read up on planar travel), instead of letting players put points completely at their whim.

Ditto his suggestion about rope trick, and I can only presume he wrote (usually) in reference to our mistake of climbing up in the rope trick to rest (well, I didn't - as the barbarian, I was already dead), and taking the Heward's Handy Haversack with us. Extra-dimensional spaces in extra-dimensional spaces, etc., etc.,

Whoops.

Warrior Poet
 

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