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Training Costs to Level Up
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<blockquote data-quote="LostSoul" data-source="post: 5433929" data-attributes="member: 386"><p>What do you spend GP on when you train to level up?</p><p></p><p>I'm thinking of adding training costs in my 4E Hack. Simply put, when a PC wants to level up, he'll have to spend an amount of GP based on his level over a week's worth of time.</p><p></p><p style="margin-left: 20px">The reason I want to do this is because I want to add in a cycle of play that involves PCs connecting and changing the game world as they do things that relate to adventuring. It helps provide a connection between what happens in every few seconds (combat, social conflict), every 5 minutes (exploration, looting), every 4 hours (overland travel and wilderness exploration), every day (healing, refreshing daily powers), every week (levelling up, retraining), and every month (reactions to your adventuring by NPCs, including increasing resources).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">By spending GP - gained from fighting, searching, travelling back to town - I can have the amount of GP spent in town have an effect on town, binding everything together nicely.</p><p></p><p>Anyway, I have no idea what all that GP is actually spent on. I could handwave it, but I'd rather not.</p><p></p><p>Tutors? I don't want to have a lot of high-level NPCs running around.</p><p>Carousing? How much wine can you drink when you have to spend 800 GP and the average family makes 2-3 SP a day?</p><p>Magical Reagents? That's fine, but I don't want to have an endless supply of reagents that are available for purchase in every town - I want the PCs to spend GP directly.</p><p>Tithes and Taxes? To whom? I want to run a game set in the lawless frontier, so there isn't a king or organized religion to give money to. (And it would be a bad idea to give money to warlords.)</p><p></p><p>Any ideas? I'm not wed to the idea that you have to spend GP, I just like the fact that it ties the different cycles of gameplay together. If you can think of something else that does this, I'd be happy to hear it.</p><p></p><p>One thing that jumps to mind as I write this - I could reduce the amount of GP awarded out by the system by a factor of 10. That might have some other nice effects on gameplay.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5433929, member: 386"] What do you spend GP on when you train to level up? I'm thinking of adding training costs in my 4E Hack. Simply put, when a PC wants to level up, he'll have to spend an amount of GP based on his level over a week's worth of time. [indent]The reason I want to do this is because I want to add in a cycle of play that involves PCs connecting and changing the game world as they do things that relate to adventuring. It helps provide a connection between what happens in every few seconds (combat, social conflict), every 5 minutes (exploration, looting), every 4 hours (overland travel and wilderness exploration), every day (healing, refreshing daily powers), every week (levelling up, retraining), and every month (reactions to your adventuring by NPCs, including increasing resources). By spending GP - gained from fighting, searching, travelling back to town - I can have the amount of GP spent in town have an effect on town, binding everything together nicely.[/indent] Anyway, I have no idea what all that GP is actually spent on. I could handwave it, but I'd rather not. Tutors? I don't want to have a lot of high-level NPCs running around. Carousing? How much wine can you drink when you have to spend 800 GP and the average family makes 2-3 SP a day? Magical Reagents? That's fine, but I don't want to have an endless supply of reagents that are available for purchase in every town - I want the PCs to spend GP directly. Tithes and Taxes? To whom? I want to run a game set in the lawless frontier, so there isn't a king or organized religion to give money to. (And it would be a bad idea to give money to warlords.) Any ideas? I'm not wed to the idea that you have to spend GP, I just like the fact that it ties the different cycles of gameplay together. If you can think of something else that does this, I'd be happy to hear it. One thing that jumps to mind as I write this - I could reduce the amount of GP awarded out by the system by a factor of 10. That might have some other nice effects on gameplay. [/QUOTE]
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