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Training Costs to Level Up
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<blockquote data-quote="Crazy Jerome" data-source="post: 5435441" data-attributes="member: 54877"><p>Might not work with your house rules, but another way to go is to somewhat divorce the trained things from level. </p><p> </p><p>For example, in otherwise RAW 4E, it would be fairly easy to say that the list of powers that you can pick from is the list of powers you have bought training in. (Or otherwise gained as quest rewards, special training from NPCs for service, etc.) To remove most of the issues of always having to run back to town, simply say that a character can get this training before they can even use the power. You could the same thing with feats, in addition to or instead of powers. Then merely provide plenty of opportunities to do so. </p><p> </p><p>That doesn't mean you have to make everything available, everywhere, either, which I think would be a good fit for the kind of resource game you are discussing. For example, the party pleases the local thieves guild. As a reward, they'll give you a cut rate at "unlocking" Improved Initiative. Each player can look at that and decide whether that would ever be an option for them. Or maybe it would, but they'd rather save the money now and buy it full price 5 levels later.</p><p> </p><p>But I particularly like this option for feats and powers in 4E. We already view "retraining" as "you know all of this stuff reasonably well, thus the +1 per 2 levels, but powers you actually have and trained skills represent things that you've dedicated recent practice to." So in the suggested variant, "all of this stuff you know reasonably well" would be a subset, instead of everything in the book.</p><p> </p><p>Incidently, a similar system would also be a way to handle those with simulation concerns over things like the Athletic desert guy being able to swim so well. Basically, make the skill possible scope and size work per RAW, but you don't get all of the possibilities without training. If you've bought swimming training, then you get to use your full Athletics skills to do it. If you haven't you flounder.</p><p> </p><p>If that's entirely too much bookkeeping (and it could be), then you could break it down over some broad guilds or other organizations, charge a fair penny for it (depending on scope and advancement, and unlock whole scopes of things.</p><p> </p><p>For example, you buy "Heroic tier training" with the "Mercenary Guild". This unlocks a whole pile of powers, feats, skill options, etc. The "Thieves Guild" unlocks a different list, with some overlap. The "Merchant League" unlocks a different list, again with overlap. If a player feels cheated by the overlap, tough. That's part of the resource game. </p><p> </p><p>In your game, you could tie these tier training options by the resource sources. You buy Overlook Village training, you get -- long list of things you can pick. </p><p> </p><p>I rather like some of these ideas for my current game. Thanks for provoking them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5435441, member: 54877"] Might not work with your house rules, but another way to go is to somewhat divorce the trained things from level. For example, in otherwise RAW 4E, it would be fairly easy to say that the list of powers that you can pick from is the list of powers you have bought training in. (Or otherwise gained as quest rewards, special training from NPCs for service, etc.) To remove most of the issues of always having to run back to town, simply say that a character can get this training before they can even use the power. You could the same thing with feats, in addition to or instead of powers. Then merely provide plenty of opportunities to do so. That doesn't mean you have to make everything available, everywhere, either, which I think would be a good fit for the kind of resource game you are discussing. For example, the party pleases the local thieves guild. As a reward, they'll give you a cut rate at "unlocking" Improved Initiative. Each player can look at that and decide whether that would ever be an option for them. Or maybe it would, but they'd rather save the money now and buy it full price 5 levels later. But I particularly like this option for feats and powers in 4E. We already view "retraining" as "you know all of this stuff reasonably well, thus the +1 per 2 levels, but powers you actually have and trained skills represent things that you've dedicated recent practice to." So in the suggested variant, "all of this stuff you know reasonably well" would be a subset, instead of everything in the book. Incidently, a similar system would also be a way to handle those with simulation concerns over things like the Athletic desert guy being able to swim so well. Basically, make the skill possible scope and size work per RAW, but you don't get all of the possibilities without training. If you've bought swimming training, then you get to use your full Athletics skills to do it. If you haven't you flounder. If that's entirely too much bookkeeping (and it could be), then you could break it down over some broad guilds or other organizations, charge a fair penny for it (depending on scope and advancement, and unlock whole scopes of things. For example, you buy "Heroic tier training" with the "Mercenary Guild". This unlocks a whole pile of powers, feats, skill options, etc. The "Thieves Guild" unlocks a different list, with some overlap. The "Merchant League" unlocks a different list, again with overlap. If a player feels cheated by the overlap, tough. That's part of the resource game. In your game, you could tie these tier training options by the resource sources. You buy Overlook Village training, you get -- long list of things you can pick. I rather like some of these ideas for my current game. Thanks for provoking them. :) [/QUOTE]
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