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General Tabletop Discussion
*Pathfinder & Starfinder
The Idea of training to level
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<blockquote data-quote="mseds99" data-source="post: 311149" data-attributes="member: 5306"><p><strong>this is interesting</strong></p><p></p><p>In my campaign, I always leave a single resource short and put the onus on the players to make compromises regarding that resource. Normally, I use magic items as the limited commodity or sometimes gold (or money in general). The last campaign, I chose to limit the resource of time. Events went at a furious pace and continued to do so for the duration of the campaign. To make matters more interesting, I instituted a rule which required training over a single week's time in order to level up. </p><p></p><p>People have repeatedly said that they dislike the idea that their characters leveled up, but didn't get the benefits because they're in the middle of a dungeon. It's funny, but i found that to be one of the more interesting quandaries the players had to deal with.</p><p>"Could I leave this island to train, knowing the princess may be dead by the time I return?". In my mind , this is a great situation to put the players in. By doing this, they have COMPLETE control over the direction of the campaign. It was a matter of consequences, and the players learned to fully analyze the consequences of the difficult decisions they had to make. </p><p></p><p>Of course, I've also instituted a rule that after reaching a mastery in a class (8th level, but the pc's don't know that), the players can self train. This takes the form of meditation and sacrificing materials to their deity. I'm doing this in order to change the focus of the campaign to a more epic style, where events take the course of years. Because time will no longer be a scarce resource, I'm going to make magic items scarce. It'll be an interesting paradigm shift designed to keep the players on their toes. </p><p></p><p>Just one more humble opinion...</p></blockquote><p></p>
[QUOTE="mseds99, post: 311149, member: 5306"] [b]this is interesting[/b] In my campaign, I always leave a single resource short and put the onus on the players to make compromises regarding that resource. Normally, I use magic items as the limited commodity or sometimes gold (or money in general). The last campaign, I chose to limit the resource of time. Events went at a furious pace and continued to do so for the duration of the campaign. To make matters more interesting, I instituted a rule which required training over a single week's time in order to level up. People have repeatedly said that they dislike the idea that their characters leveled up, but didn't get the benefits because they're in the middle of a dungeon. It's funny, but i found that to be one of the more interesting quandaries the players had to deal with. "Could I leave this island to train, knowing the princess may be dead by the time I return?". In my mind , this is a great situation to put the players in. By doing this, they have COMPLETE control over the direction of the campaign. It was a matter of consequences, and the players learned to fully analyze the consequences of the difficult decisions they had to make. Of course, I've also instituted a rule that after reaching a mastery in a class (8th level, but the pc's don't know that), the players can self train. This takes the form of meditation and sacrificing materials to their deity. I'm doing this in order to change the focus of the campaign to a more epic style, where events take the course of years. Because time will no longer be a scarce resource, I'm going to make magic items scarce. It'll be an interesting paradigm shift designed to keep the players on their toes. Just one more humble opinion... [/QUOTE]
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The Idea of training to level
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