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Training and Downtime
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<blockquote data-quote="Sunseeker" data-source="post: 6751451"><p>IMO: the best downtime is un-enforced downtime. Perhaps you have to wait a week before the next ship arrives. Perhaps the big-bad has just been defeated and the kindgom is rebuilding for a month or two. You <em>could</em> go out and find some ancient tombs or solve some local problems, and those options should be available, or you could keep yourself busy with downtime activities, such as training or other things. But you don't <em>have</em> to. I provide downtime in my games to help give the game a better feel for time, I don't require training though because finding a "class trainer" is IMO not as simple as going to the nearest large city and getting more training. This mostly produces a thematic headache for me and a logistical nightmare for the players.</p><p></p><p>IMO: training is something special you can do to go <em>beyond</em> what you get by default. I know that's not how the rules use it, but this is how I like to use it. If a player wants to learn something, they can spend X amount of time dedicating themselves to learning that thing. Want to learn a new set of tools? How to garden? A new proficiency? A special feature or trick you just found out about? That's what I use training for. It's something to differentiate your character from the stock model of the class and other players.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6751451"] IMO: the best downtime is un-enforced downtime. Perhaps you have to wait a week before the next ship arrives. Perhaps the big-bad has just been defeated and the kindgom is rebuilding for a month or two. You [I]could[/I] go out and find some ancient tombs or solve some local problems, and those options should be available, or you could keep yourself busy with downtime activities, such as training or other things. But you don't [I]have[/I] to. I provide downtime in my games to help give the game a better feel for time, I don't require training though because finding a "class trainer" is IMO not as simple as going to the nearest large city and getting more training. This mostly produces a thematic headache for me and a logistical nightmare for the players. IMO: training is something special you can do to go [I]beyond[/I] what you get by default. I know that's not how the rules use it, but this is how I like to use it. If a player wants to learn something, they can spend X amount of time dedicating themselves to learning that thing. Want to learn a new set of tools? How to garden? A new proficiency? A special feature or trick you just found out about? That's what I use training for. It's something to differentiate your character from the stock model of the class and other players. [/QUOTE]
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