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Training Costs to Level Up
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<blockquote data-quote="Crazy Jerome" data-source="post: 5436475" data-attributes="member: 54877"><p>I'd go with a variation I've seen in several games, most recently the Mongoose Runequest II rules, where you can only get training ever other advancement in a skill. With D&D levels being so broad in their scope, I'd merely limit the percentage of a level one can get via training. </p><p> </p><p>For my current 4E game, I'd probably go with something like 50% XP gained from encounters, 100% from quests, and allowed to buy up to 50% of a given level. Over the course of a given, planned level run, that would translate to roughly 80% of the level gained from encounters and quests, with the PCs expected to spend at least enough gold to get that last 20%. If they want to spend more, up to 50% of the level, they can, assuming opportunity presents itself (or they make it happen), but this eats into their cash flow for other purposes. </p><p> </p><p>Ultimately, though, as long as you look at the cash flow and set the numbers to get something you and the players are comfortable with, it doesn't matter exactly how you set those numbers.</p><p> </p><p>Edit: Definitely should be a time cost, not just gold. I rather like this as a way to handle the justification for characters who miss an adventure, but still manage to keep up reasonably well with the power level. They are training with that time, which means they are in the ballpark in power level, but are poor. It fits more with the way I like to run. Large groups of players always have some that can't make it as frequently as others. I want them roughly the same power level, but want the ones that come more often to have benefits. Being more flexible in their cash flow and time is a real benefit in the kind of game I run.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5436475, member: 54877"] I'd go with a variation I've seen in several games, most recently the Mongoose Runequest II rules, where you can only get training ever other advancement in a skill. With D&D levels being so broad in their scope, I'd merely limit the percentage of a level one can get via training. For my current 4E game, I'd probably go with something like 50% XP gained from encounters, 100% from quests, and allowed to buy up to 50% of a given level. Over the course of a given, planned level run, that would translate to roughly 80% of the level gained from encounters and quests, with the PCs expected to spend at least enough gold to get that last 20%. If they want to spend more, up to 50% of the level, they can, assuming opportunity presents itself (or they make it happen), but this eats into their cash flow for other purposes. Ultimately, though, as long as you look at the cash flow and set the numbers to get something you and the players are comfortable with, it doesn't matter exactly how you set those numbers. Edit: Definitely should be a time cost, not just gold. I rather like this as a way to handle the justification for characters who miss an adventure, but still manage to keep up reasonably well with the power level. They are training with that time, which means they are in the ballpark in power level, but are poor. It fits more with the way I like to run. Large groups of players always have some that can't make it as frequently as others. I want them roughly the same power level, but want the ones that come more often to have benefits. Being more flexible in their cash flow and time is a real benefit in the kind of game I run. [/QUOTE]
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