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General Tabletop Discussion
*Pathfinder & Starfinder
The Idea of training to level
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<blockquote data-quote="Celebrim" data-source="post: 311296" data-attributes="member: 4937"><p>Elder Basilisk: Excellent post. That's exactly what I was trying to say. </p><p></p><p>And as a general rule, the game system should always be invisible from the stand point of the characters in the story.</p><p></p><p>Interaction with the mentor is a classic story element, but I'm not about to let that story element interfere with all others. Mentors have other valuable things to contribute without interupting the flow of the story to allow the game mechanics to catch up to reality.</p><p></p><p>As for those that say, "If we didn't have training, my characters would gain 12 levels in a year", I have to reply, "Well, that is an artifact of your RPG dungeon crawl and return to nearby haven for recuperation storylines."</p><p></p><p>I've never been in a campaign were the problem was that time was not going by - not even back when I was running B2 'Keep on the Borderlands' at age 10. I often wonder just how much the art of RPG's has progressed from 'Keep on the Borderlands'.</p><p></p><p>dcollins: Read any adventure story. In it, the hero always accomplishes something and then suddenly gains confidence and finds that he has new and previously untapped resources of courage and skill.</p><p></p><p>I wonder how far the 'You must go to yoda, the Jedi master which trained me' crowd is willing to take the need for mentors. I'm all for sending the player off to train from time to time, but if you insist on it _every_ time it gets even more ridiculous than those that assume that after defeating the goblins Bob suddenly has more hit points. For example, Bob has spent the last 4 months canoing down the mighty river to get to the Lost City of Pici-Shwan to recover the magic Maguffin of Doom. On the way he has hunted and fished, battled river monsters, survived floods and storms, negotiated with natives, converted the cannibles over to the worship of Kibo the Good, caught malaria and twelve other diseases, and repaired his canoe countless times. You as the DM say, "No Jim, Bob can't get any better at canoeing, fighting, negotiating, persuading, crafting canoes, fortitude saves, wilderness lore, or knowledge (geography) until he returns to Haven for training from the People Who Know What They Are Doing and How to Do It."</p><p></p><p>I don't have two rules and multiple exceptions, but I wonder if those that 'make' players do.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 311296, member: 4937"] Elder Basilisk: Excellent post. That's exactly what I was trying to say. And as a general rule, the game system should always be invisible from the stand point of the characters in the story. Interaction with the mentor is a classic story element, but I'm not about to let that story element interfere with all others. Mentors have other valuable things to contribute without interupting the flow of the story to allow the game mechanics to catch up to reality. As for those that say, "If we didn't have training, my characters would gain 12 levels in a year", I have to reply, "Well, that is an artifact of your RPG dungeon crawl and return to nearby haven for recuperation storylines." I've never been in a campaign were the problem was that time was not going by - not even back when I was running B2 'Keep on the Borderlands' at age 10. I often wonder just how much the art of RPG's has progressed from 'Keep on the Borderlands'. dcollins: Read any adventure story. In it, the hero always accomplishes something and then suddenly gains confidence and finds that he has new and previously untapped resources of courage and skill. I wonder how far the 'You must go to yoda, the Jedi master which trained me' crowd is willing to take the need for mentors. I'm all for sending the player off to train from time to time, but if you insist on it _every_ time it gets even more ridiculous than those that assume that after defeating the goblins Bob suddenly has more hit points. For example, Bob has spent the last 4 months canoing down the mighty river to get to the Lost City of Pici-Shwan to recover the magic Maguffin of Doom. On the way he has hunted and fished, battled river monsters, survived floods and storms, negotiated with natives, converted the cannibles over to the worship of Kibo the Good, caught malaria and twelve other diseases, and repaired his canoe countless times. You as the DM say, "No Jim, Bob can't get any better at canoeing, fighting, negotiating, persuading, crafting canoes, fortitude saves, wilderness lore, or knowledge (geography) until he returns to Haven for training from the People Who Know What They Are Doing and How to Do It." I don't have two rules and multiple exceptions, but I wonder if those that 'make' players do. [/QUOTE]
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The Idea of training to level
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