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Training Costs to Level Up
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<blockquote data-quote="Lanefan" data-source="post: 5435957" data-attributes="member: 29398"><p>1 week per level in training could get rather tedious once your level's in the 20's. Why not just make it a somewhat random number of days at every level plus half the level's worth - say, training for any level 'L' takes {L/2 + 3d4} days and leave it at that. You could throw other variables in if you like: competence of trainer, whether trainer likes the PC or not, racial likes-dislikes, and so forth.</p><p></p><p>If you don't think this will chew up enough game-world time, keep in mind the PCs will also have to spend time travelling to where they can find either a trainer or - if self-training - a suitable location with the required resources; and then spend time again travelling back to the dungeon. In my game, the travel can often take longer than the training.</p><p></p><p>This works as long as you don't have a player who wants to keep track of every penny at all times...or as long as your PCs don't find themselves flat broke at some point. Once either of these occurs, you have a headache.</p><p></p><p>What I do, in case anyone cares, is this:</p><p></p><p> - When you bump you immediately roll your new h.p. die. You get half of it now (or when next you rest overnight) and the other half when you train. Otherwise, until you can train you continue to function exactly as before. </p><p></p><p> - If, by necessity or choice, you continue adventuring without training, you earn ExP as normal until you're 1/3 of the way through the new level, at which point you start taking a penalty on further ExP received. This penalty gets worse until you either train or grind your way all the way through the new level. (if you then choose to forego training from there on, there's a whole different set of advancement rules that kick in - the intent is that adventuring PCs never do this but instead stay on the fast track; the other way is designed to give non-adventuring types e.g. stay-at-home Clerics, guild Wizards, lone Rangers etc. a way of slowly gaining levels as they do what they do in their lives)</p><p></p><p> - If you're in ExP penalty due to having advanced too far into the new level, training costs are (usually) somewhat lower as you've already learned some of it the hard way on your own.</p><p></p><p> - When you train you get all the other benefits of bumping - spells, skills, abilities, etc. </p><p></p><p> - If you're untrained in a new level and you meet a level drainer, the untrained level gets drained first.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5435957, member: 29398"] 1 week per level in training could get rather tedious once your level's in the 20's. Why not just make it a somewhat random number of days at every level plus half the level's worth - say, training for any level 'L' takes {L/2 + 3d4} days and leave it at that. You could throw other variables in if you like: competence of trainer, whether trainer likes the PC or not, racial likes-dislikes, and so forth. If you don't think this will chew up enough game-world time, keep in mind the PCs will also have to spend time travelling to where they can find either a trainer or - if self-training - a suitable location with the required resources; and then spend time again travelling back to the dungeon. In my game, the travel can often take longer than the training. This works as long as you don't have a player who wants to keep track of every penny at all times...or as long as your PCs don't find themselves flat broke at some point. Once either of these occurs, you have a headache. What I do, in case anyone cares, is this: - When you bump you immediately roll your new h.p. die. You get half of it now (or when next you rest overnight) and the other half when you train. Otherwise, until you can train you continue to function exactly as before. - If, by necessity or choice, you continue adventuring without training, you earn ExP as normal until you're 1/3 of the way through the new level, at which point you start taking a penalty on further ExP received. This penalty gets worse until you either train or grind your way all the way through the new level. (if you then choose to forego training from there on, there's a whole different set of advancement rules that kick in - the intent is that adventuring PCs never do this but instead stay on the fast track; the other way is designed to give non-adventuring types e.g. stay-at-home Clerics, guild Wizards, lone Rangers etc. a way of slowly gaining levels as they do what they do in their lives) - If you're in ExP penalty due to having advanced too far into the new level, training costs are (usually) somewhat lower as you've already learned some of it the hard way on your own. - When you train you get all the other benefits of bumping - spells, skills, abilities, etc. - If you're untrained in a new level and you meet a level drainer, the untrained level gets drained first. Lanefan [/QUOTE]
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