Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Training Costs to Level Up
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5436566" data-attributes="member: 54877"><p>I thought about 1E when I wrote that, but that choice given to the players does change it somewhat. Also, see my later followup on restricting the percentage of a level that can be bought this way.</p><p> </p><p>But the larger abuse issues I think relate back to what you are trying to achieve:</p><p> </p><p>1. I'm running a cut-throat, resource counting game? Then all those problems you listed are now benefits. Money is just another lever that clever players can manipulate. I find in that kind of game, the best way to prevent dominance is to provide many levers. </p><p> </p><p>2. I'm running something more traditionally cooperative? Then all "training costs" do is provide a money sink and a simulation gloss for why that money sink occurs, perhaps with a side of resource manipulation, but at the party level. That is, if this is what is going on, then the best way for the party to maximize their potential is to see that everyone gets plenty of gold. In those cases, none of those abuses will ever arise. In other words, in this case, it's mostly level pacing, with that side of resource manipulation. Set the rules on the pacing part to whatever works. OTOH, to the extent that you want resource manipulation, expect the players to manipulate the resources given to them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>And in fact, if I use this idea, the biggest issue I could have is that the players will be tempted to donate gold from their character to another players' character, in order to help the party. That's the biggest reason I would have the percentage of a level restriction.</p><p> </p><p>As for magic items, this is another difference between this suggestion and 1E. It's not totally abstract, and not mandatory for every gold piece. So include magic items or not, in the gold economy. Your call. Me, I'm already making it difficult and not very rewarding to sell magic. So if the players manage to do that and score some extra gold, then put it into training, no biggie. That's the advantage of having them actually spend the gold to get the training to get the XP, no matter how thin the rationalization: You've still got that ever so thin rationalization, and can overrule the too thin ones as needed--except now you have two places to do so, what gets sold for how much, and where and when training can be bought, for how much. </p><p> </p><p>But personally, I find the prospect of someone trading a bag of tricks for a few druid points rather amusing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5436566, member: 54877"] I thought about 1E when I wrote that, but that choice given to the players does change it somewhat. Also, see my later followup on restricting the percentage of a level that can be bought this way. But the larger abuse issues I think relate back to what you are trying to achieve: 1. I'm running a cut-throat, resource counting game? Then all those problems you listed are now benefits. Money is just another lever that clever players can manipulate. I find in that kind of game, the best way to prevent dominance is to provide many levers. 2. I'm running something more traditionally cooperative? Then all "training costs" do is provide a money sink and a simulation gloss for why that money sink occurs, perhaps with a side of resource manipulation, but at the party level. That is, if this is what is going on, then the best way for the party to maximize their potential is to see that everyone gets plenty of gold. In those cases, none of those abuses will ever arise. In other words, in this case, it's mostly level pacing, with that side of resource manipulation. Set the rules on the pacing part to whatever works. OTOH, to the extent that you want resource manipulation, expect the players to manipulate the resources given to them. ;) And in fact, if I use this idea, the biggest issue I could have is that the players will be tempted to donate gold from their character to another players' character, in order to help the party. That's the biggest reason I would have the percentage of a level restriction. As for magic items, this is another difference between this suggestion and 1E. It's not totally abstract, and not mandatory for every gold piece. So include magic items or not, in the gold economy. Your call. Me, I'm already making it difficult and not very rewarding to sell magic. So if the players manage to do that and score some extra gold, then put it into training, no biggie. That's the advantage of having them actually spend the gold to get the training to get the XP, no matter how thin the rationalization: You've still got that ever so thin rationalization, and can overrule the too thin ones as needed--except now you have two places to do so, what gets sold for how much, and where and when training can be bought, for how much. But personally, I find the prospect of someone trading a bag of tricks for a few druid points rather amusing. :p [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Training Costs to Level Up
Top