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Training Costs to Level Up
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<blockquote data-quote="LostSoul" data-source="post: 5434837" data-attributes="member: 386"><p>A lot of good replies here. Hopefully other people who use or are considering using training costs can make use of this thread as well.</p><p></p><p>First up: I wasn't clear about what PCs can spend money on. I don't have magic item shops in the game. PCs can't easily buy magic items. That means that, for the most part, the connection between the character resource of GP and the character's effectiveness in magic items is broken.</p><p></p><p>Breaking that connection means I want to find some other kind of use for GP. Tying GP to the growth of the setting means that Adventuring leads to GP which leads to Setting Changes which leads to More Complex Adventuring.</p><p></p><p></p><p></p><p>I want restrictions! </p><p></p><p>Options are great. A box of Lego has a lot of options. It isn't a <em>game</em>, though. Having restrictions around a Lego-based minis skirmish game that tell you what kinds of pieces you can use and what they do and how to gather points - those restrictions make the game.</p><p></p><p>*</p><p></p><p>More later as I think about everything that's been posted. Some ideas rolling around in my head:</p><p></p><ul> <li data-xf-list-type="ul">Different requirements for different levels - going from level 1 to 2 to 3 might require A, while going from 3 to 4 to 5 to 6 might require B, and 7 to 8 to 9 to 10 C. (10 to 11 I've already worked out.)</li> <li data-xf-list-type="ul">Different requirements based on class/power source. Divine characters have faith-based requirements - specific to their own worldview? Martial characters need to train. Wizards need to experiment (creating magic items? new spells? new rituals?), while Warlocks - ah, Warlocks! - might have specific requirements based on the details of their Pact.</li> <li data-xf-list-type="ul">Quests tied to a Settlement that level up the Settlement and waive the cost of training? That would remove the need for GP to tie the different cycles together, as pemerton suggested.</li> <li data-xf-list-type="ul">Powerful warlords and monsters are scattered around the setting. If you spend GP to train in their Settlement, you end up "levelling up" their town - do you want to do this? Does the NPC's agenda conflict with your own? The other option for PCs under this scheme might be to require a lot more time, but no GP expenditure.</li> </ul><p></p><p>Thanks everyone!</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5434837, member: 386"] A lot of good replies here. Hopefully other people who use or are considering using training costs can make use of this thread as well. First up: I wasn't clear about what PCs can spend money on. I don't have magic item shops in the game. PCs can't easily buy magic items. That means that, for the most part, the connection between the character resource of GP and the character's effectiveness in magic items is broken. Breaking that connection means I want to find some other kind of use for GP. Tying GP to the growth of the setting means that Adventuring leads to GP which leads to Setting Changes which leads to More Complex Adventuring. I want restrictions! Options are great. A box of Lego has a lot of options. It isn't a [i]game[/i], though. Having restrictions around a Lego-based minis skirmish game that tell you what kinds of pieces you can use and what they do and how to gather points - those restrictions make the game. * More later as I think about everything that's been posted. Some ideas rolling around in my head: [list][*]Different requirements for different levels - going from level 1 to 2 to 3 might require A, while going from 3 to 4 to 5 to 6 might require B, and 7 to 8 to 9 to 10 C. (10 to 11 I've already worked out.) [*]Different requirements based on class/power source. Divine characters have faith-based requirements - specific to their own worldview? Martial characters need to train. Wizards need to experiment (creating magic items? new spells? new rituals?), while Warlocks - ah, Warlocks! - might have specific requirements based on the details of their Pact. [*]Quests tied to a Settlement that level up the Settlement and waive the cost of training? That would remove the need for GP to tie the different cycles together, as pemerton suggested. [*]Powerful warlords and monsters are scattered around the setting. If you spend GP to train in their Settlement, you end up "levelling up" their town - do you want to do this? Does the NPC's agenda conflict with your own? The other option for PCs under this scheme might be to require a lot more time, but no GP expenditure.[/list] Thanks everyone! [/QUOTE]
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