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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3777405" data-attributes="member: 32740"><p>I'm very late in returning to this thread but...</p><p></p><p>As I said, I'd rather use training rules - as incongrous and inconvenient as they are - than have new feats, skills, languages, spells and whatnot appear instantaneously in mid-adventure.</p><p>Which merely indicates that training rules would need some leeway and comprehensiveness they never were given before. Just because you haven't had time to train doesn't mean that the PC should EVER be forbidden from earning XP. That is categorically stupid as that example indicates. And that is NOT what I'm after.</p><p></p><p>What I want to eliminate is having the players bug me to calculate and hand out XP as they clear each room in a dungeon because they are close to levelling - and then when they DO level they leave one room WITHOUT certain capabilities, but when they open the door and walk into the next there is a SIGNIFICANT change in hit points, spells, skills, feats, and so forth. To me, those are changes that require time and opportunity to implement sensibly. I don't care if training time takes place before or after their xp totals cross the threshold - I just don't want to see instant, inexplicable jumps in abilities in crossing from one room to the next. If I don't get it I don't have a problem with that - I'll just institute appropriate rules myself.</p><p></p><p>And maybe it doesn't have to be training time. Maybe it's just a matter of players being told not to expect XP to be handed out on the fly - but only at such moments in gameplay when the sudden changes in abilities is just a little more EXPLAINABLE.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3777405, member: 32740"] I'm very late in returning to this thread but... As I said, I'd rather use training rules - as incongrous and inconvenient as they are - than have new feats, skills, languages, spells and whatnot appear instantaneously in mid-adventure. Which merely indicates that training rules would need some leeway and comprehensiveness they never were given before. Just because you haven't had time to train doesn't mean that the PC should EVER be forbidden from earning XP. That is categorically stupid as that example indicates. And that is NOT what I'm after. What I want to eliminate is having the players bug me to calculate and hand out XP as they clear each room in a dungeon because they are close to levelling - and then when they DO level they leave one room WITHOUT certain capabilities, but when they open the door and walk into the next there is a SIGNIFICANT change in hit points, spells, skills, feats, and so forth. To me, those are changes that require time and opportunity to implement sensibly. I don't care if training time takes place before or after their xp totals cross the threshold - I just don't want to see instant, inexplicable jumps in abilities in crossing from one room to the next. If I don't get it I don't have a problem with that - I'll just institute appropriate rules myself. And maybe it doesn't have to be training time. Maybe it's just a matter of players being told not to expect XP to be handed out on the fly - but only at such moments in gameplay when the sudden changes in abilities is just a little more EXPLAINABLE. [/QUOTE]
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