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[+]Training and Reward, not Assumed Advancement
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<blockquote data-quote="Malmuria" data-source="post: 9243870" data-attributes="member: 7030755"><p>Blades in the Dark is excellent at mechanizing downtime actions. Characters have choices to heal, train, or work on some other kind of project, and there is mechanical support more or less for resolving all of those choices. I did try to port something similar over to a b/x game that I was running, but it was a little hard because advancing outside of explicit level advancement is not really supported (there is a supplement called <a href="https://www.exaltedfuneral.com/products/old-school-stylish" target="_blank">Old School Stylish</a> that attempts to make b/x work with modular advancement via training). I would expect trying something similar in 5e would you would run into similar problems, especially given that 5e is concerned about game balance.</p><p></p><p>Another way to think about "advancement" is simply through diegetic character growth. In a OSR game this is usually applied less to training than to sword and sorcery style magic items and situations. That is, you 'advance' by acquiring sometimes overpowered magic items, or items that have a benefit but also a cost.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 9243870, member: 7030755"] Blades in the Dark is excellent at mechanizing downtime actions. Characters have choices to heal, train, or work on some other kind of project, and there is mechanical support more or less for resolving all of those choices. I did try to port something similar over to a b/x game that I was running, but it was a little hard because advancing outside of explicit level advancement is not really supported (there is a supplement called [URL='https://www.exaltedfuneral.com/products/old-school-stylish']Old School Stylish[/URL] that attempts to make b/x work with modular advancement via training). I would expect trying something similar in 5e would you would run into similar problems, especially given that 5e is concerned about game balance. Another way to think about "advancement" is simply through diegetic character growth. In a OSR game this is usually applied less to training than to sword and sorcery style magic items and situations. That is, you 'advance' by acquiring sometimes overpowered magic items, or items that have a benefit but also a cost. [/QUOTE]
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[+]Training and Reward, not Assumed Advancement
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