Lanefan
Victoria Rules
This is an interesting idea...very interesting, in fact...and this is coming from someone who has had training in his games since about the last ice age. In fact, even without changing anythng else this might provide a half-decent rationale for lump-sum training costs: you do all the accounting at once but you've actually been spending the gold in bits and pieces as you've gone along.One of the solutions I imply, is that you don't pay the training cost when you have the XP, you pay it over time, just as a matter of course.
adjusting and applying that idea to time being another component, you make accruing time, money, and XP be something you do BEFORE you can level up.
so to level up from level 1 to level 2, you must spend at least 1 week as a level 1, earn 1000 XP, and spend 100GP on upkeep(supplies, maintenance, trainiers).
That said, please allow me to poke holes in your idea; I'd like to see how robust it is.
I'm going to assume the time frame is malleable to suit each campaign - you suggest 1 week at 1st, some campaigns might want a month, others maybe only a day; the principle remains the same.
First, unless the g.p. expenditure is done all at once tracking it would be a pain. If I as PC spend 25 g.p. in one village and 32 g.p. in another and 46 g.p. in a third except most of the 46 g.p. wasn't related to training or upkeep at all (I spent it all on ale) then spent 22 g.p. in a fourth village...you see the problem here?
Second, what happens if someone gains a bunch of ExP in a hurry and doesn't have time to spend the cash e.g. goes on a significantly tough but very short adventure and survives - are those ExP lost?
Third, do all the benefits of levelling up occur right at 1001 ExP, or is there a gradated series of benefits, or ... ?
Now, on to something different:
[MENTION=386]LostSoul[/MENTION] - in your posrep comment (thanks, by the way) you ask about how to vary ExP rates - or at least I think you do. Simplest way is to give 'em out the same way you normally do but put a multiplier on the bump points. Thus, if a given encounter is listed as being worth 150 ExP then it's still worth 150 ExP (no change, give 'em out as normal) but if a PC would normally bump to 2nd-level at 1000 ExP they're now not going to bump until 1500 (a 1.5x multipler) or 2000, or whatever you set; with all the other bump points going up by the same factor.
As for training, I'm a hardcore fan of individual ExP awards; never mind that I'm running 1e where different classes bump at different ExP numbers. Thus, I'm fully familiar with the concept of there always being someone in the party who needs to train. In 1e it's not too much of a problem if you houserule out the idea of stopping ExP gain entirely if you have bumped but not trained; the levels are far enough apart to give time for training even if you plow your way through some of the next level before doing so. But in 3e-4e where it's not only possible but in many cases expected that a PC will bump 2 or 3 or even 4 times in a single adventure, this all pretty much goes out the window (Keep on the Shadowfell even tells you where to level 'em up) and training becomes fairly unworkable unless you either a) really slow down the bump rates or b) really reduce the number of levels, or c) preferably both.
Lan-"when a member of one class trains a member of another class that's called cross-training, right?"-efan