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Training Costs to Level Up
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<blockquote data-quote="Janx" data-source="post: 5436319" data-attributes="member: 8835"><p>the buying XP idea has some merit.</p><p></p><p>Let's say it takes 1 day per 100 XP to train, and costs 1 GP per XP.</p><p></p><p>To flat out "buy" 2nd level, it would take 10 days of training and cost 1,000GP</p><p></p><p></p><p>A risk would be, if the GM doesn't have tight control over the XP given and gold supply, a PC could escalate their level advancement beyond what the GM is comfortable with.</p><p></p><p></p><p>I like the buying XP to cover the player argument of "you made 3 years go by, why couldn't my PC have been training to improve himself".</p><p></p><p>Sticking to 2e's rule of no more than 1 level advancement per adventure (session?) would provide some simple throttling. though that rule also never answered the "what happens to the excess if I do earn XP to advanve multiple levels"</p><p></p><p>Personally, since I view adventuring AS training and thus you learn by doing, buying XP when a large time span has passed can simulate "regular" training and justifies giving the PC a bump when you make time pass.</p><p></p><p>though i thinkt he OP is looking for training to be a requirement to level up.</p><p></p><p>Shadazar mentioned the kinds of people who get paid to level up. In my games, I've never had a fighters guild. There's no organization managing adventurers, not legal papers, etc.</p><p></p><p>Though historically, there is precedent for fighting schools (fencing schools in Europe, martial arts schools in asia). Gangs for thieves. Universities and "societies" could be applied to wizards. The church and its ranks for priests.</p><p></p><p>But who does my half-orc barbarian pay? Up in the arctic? Where he's carved out an empire in the snow with hordes of orcs now living peacefully with a trading city? In that campaign (where' he's now 20th or so level), I don't see fitting in training. The PCs ran around, did stuff, and up until they rescued the city, hadn't set foot in anything larger than an encampment.</p><p></p><p>If nothing else, either method works. had our game required level training, than I'd expect the world to have a means for us to do so that fit within the arctic wilderness theme. Perhaps I would have had to spend weeks training with my tribe in order to be recognized as rising in "rank". </p><p></p><p>I've done something similar to that for monks in another campaign. They got XP, they leveled up like normal. But they were expected to keep their belt rank up to date in order to retain their honor. So the monk PC would regularly visit the dojo to test and rank up. it was more of a role-playing mechanic and incorporation of modern karate school practice.</p></blockquote><p></p>
[QUOTE="Janx, post: 5436319, member: 8835"] the buying XP idea has some merit. Let's say it takes 1 day per 100 XP to train, and costs 1 GP per XP. To flat out "buy" 2nd level, it would take 10 days of training and cost 1,000GP A risk would be, if the GM doesn't have tight control over the XP given and gold supply, a PC could escalate their level advancement beyond what the GM is comfortable with. I like the buying XP to cover the player argument of "you made 3 years go by, why couldn't my PC have been training to improve himself". Sticking to 2e's rule of no more than 1 level advancement per adventure (session?) would provide some simple throttling. though that rule also never answered the "what happens to the excess if I do earn XP to advanve multiple levels" Personally, since I view adventuring AS training and thus you learn by doing, buying XP when a large time span has passed can simulate "regular" training and justifies giving the PC a bump when you make time pass. though i thinkt he OP is looking for training to be a requirement to level up. Shadazar mentioned the kinds of people who get paid to level up. In my games, I've never had a fighters guild. There's no organization managing adventurers, not legal papers, etc. Though historically, there is precedent for fighting schools (fencing schools in Europe, martial arts schools in asia). Gangs for thieves. Universities and "societies" could be applied to wizards. The church and its ranks for priests. But who does my half-orc barbarian pay? Up in the arctic? Where he's carved out an empire in the snow with hordes of orcs now living peacefully with a trading city? In that campaign (where' he's now 20th or so level), I don't see fitting in training. The PCs ran around, did stuff, and up until they rescued the city, hadn't set foot in anything larger than an encampment. If nothing else, either method works. had our game required level training, than I'd expect the world to have a means for us to do so that fit within the arctic wilderness theme. Perhaps I would have had to spend weeks training with my tribe in order to be recognized as rising in "rank". I've done something similar to that for monks in another campaign. They got XP, they leveled up like normal. But they were expected to keep their belt rank up to date in order to retain their honor. So the monk PC would regularly visit the dojo to test and rank up. it was more of a role-playing mechanic and incorporation of modern karate school practice. [/QUOTE]
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