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Training Costs to Level Up
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<blockquote data-quote="Lanefan" data-source="post: 5434340" data-attributes="member: 29398"><p>Guild fees.</p><p></p><p>Just about every class - other than Ranger, perhaps - could easily have a guild, association, or whatever that the PCs are not only expected to belong to but are also expected to pay - handsomely - for a few services rendered now and potential services that may or may not be rendered in the future.</p><p></p><p>For Monks and all Cleric types this function is of course fulfilled by their temple and-or deity direct; if there is no organized temple, the "fees" are sacrificed in thanks for the knowledge received. Monks pay to their monastery.</p><p></p><p>For all Thief-Rogue types, Thieves' Guilds are notoriously greedy.</p><p></p><p>For Fighter types, a mercenaries' guild will suffice; here a warrior can get training, make contacts, etc.</p><p></p><p>Wizards are the easiest to relieve of spare cash. Magic guilds can charge for spells, knowledge, information, components, and any of a bunch of other things.</p><p></p><p>Race can enter into it as well. In Human lands, Humans are more likely to be able to find training, and cheaper, than Dwarves or Tieflings.</p><p></p><p>And at high level, when it becomes difficult to justify NPC trainers, have the characters able to "self-train" - this reduces the costs somewhat for warrior types but everyone else still has to pay guild fees, buy supplies, etc. In 1e I have them hit this point at or near name level, i.e. 9th in most cases.</p><p></p><p>The only thing to watch out for if you're running 3e or 4e is that unless you've slowed down the advancement rate they'll bump so often and so quickly they'll constantly be going back to town for training - you'll never get any extended period of adventuring in.</p><p></p><p>Lan-"this type of train has nothing to do with railroads"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5434340, member: 29398"] Guild fees. Just about every class - other than Ranger, perhaps - could easily have a guild, association, or whatever that the PCs are not only expected to belong to but are also expected to pay - handsomely - for a few services rendered now and potential services that may or may not be rendered in the future. For Monks and all Cleric types this function is of course fulfilled by their temple and-or deity direct; if there is no organized temple, the "fees" are sacrificed in thanks for the knowledge received. Monks pay to their monastery. For all Thief-Rogue types, Thieves' Guilds are notoriously greedy. For Fighter types, a mercenaries' guild will suffice; here a warrior can get training, make contacts, etc. Wizards are the easiest to relieve of spare cash. Magic guilds can charge for spells, knowledge, information, components, and any of a bunch of other things. Race can enter into it as well. In Human lands, Humans are more likely to be able to find training, and cheaper, than Dwarves or Tieflings. And at high level, when it becomes difficult to justify NPC trainers, have the characters able to "self-train" - this reduces the costs somewhat for warrior types but everyone else still has to pay guild fees, buy supplies, etc. In 1e I have them hit this point at or near name level, i.e. 9th in most cases. The only thing to watch out for if you're running 3e or 4e is that unless you've slowed down the advancement rate they'll bump so often and so quickly they'll constantly be going back to town for training - you'll never get any extended period of adventuring in. Lan-"this type of train has nothing to do with railroads"-efan [/QUOTE]
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