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Training Costs to Level Up
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<blockquote data-quote="Janx" data-source="post: 5435568" data-attributes="member: 8835"><p>Looks like u identified the point we're disagreeing on. Good, that helps me refine my response.</p><p></p><p>Aeons ago,some of us gamers deemed that stopping to train to level was a gamist mechanic and didn't make sense as a realistically. We're talking 1e/2e here.</p><p></p><p>Couch that mindset with the OP's goal to have level training (that which by its original incarnation I had deemed stupid).</p><p></p><p>So for me to support level training, i have to present it as an ongoing activity that the PC doing as part of their self improvement and growth.</p><p></p><p>To level up,the pc needs to spend time working on improving their skill. This time can be spread out across the current level, rather than jammed in at the end when the pre-requisite XP is earned.</p><p></p><p>What i'm trying todo is account for a number of peoples goals (level training, time gap between leveling, no artificial train to level as an in game mechanic)</p><p></p><p>If your just regularly going to the dojo to train,one day your skills improve.</p><p></p><p>Theres nothing in my idea that says you cant cram time at the dojo for 3 weeks. If nothing else, i want folks to consider that cramming should not be a requirement of the design</p><p></p><p>Once training is spread across time,it opens up more rationalizations for the cost.</p></blockquote><p></p>
[QUOTE="Janx, post: 5435568, member: 8835"] Looks like u identified the point we're disagreeing on. Good, that helps me refine my response. Aeons ago,some of us gamers deemed that stopping to train to level was a gamist mechanic and didn't make sense as a realistically. We're talking 1e/2e here. Couch that mindset with the OP's goal to have level training (that which by its original incarnation I had deemed stupid). So for me to support level training, i have to present it as an ongoing activity that the PC doing as part of their self improvement and growth. To level up,the pc needs to spend time working on improving their skill. This time can be spread out across the current level, rather than jammed in at the end when the pre-requisite XP is earned. What i'm trying todo is account for a number of peoples goals (level training, time gap between leveling, no artificial train to level as an in game mechanic) If your just regularly going to the dojo to train,one day your skills improve. Theres nothing in my idea that says you cant cram time at the dojo for 3 weeks. If nothing else, i want folks to consider that cramming should not be a requirement of the design Once training is spread across time,it opens up more rationalizations for the cost. [/QUOTE]
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