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Training Costs to Level Up
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<blockquote data-quote="LostSoul" data-source="post: 5436441" data-attributes="member: 386"><p>Here is the first draft of the rules to level up.</p><p></p><p>Note that it's only for Heroic Tier, and that there will be other things that you can do each week if you don't have enough XP to make you eligible for a new level.</p><p></p><p>I'm not sure the GP values balance out between classes.</p><p></p><p>---</p><p></p><p>CYCLES OF PLAY</p><p><strong>Heartbeat</strong></p><p>Time: 6 seconds or less</p><p>Requires Safety: No</p><p>You struggle in combat, deal with traps, or engage in social conflict.</p><p>-HP, -Encounter Spells and Prayers, -Daily Powers</p><p></p><p><strong>Dungeoneering</strong></p><p>Time: 5 minutes</p><p>Requires Safety: No</p><p>You take a breath, bind wounds, meditate on spells and prayers, search a room, loot the dead, or travel a short distance.</p><p>+Wandering Monsters (dungeon only), +HP, +GP, +Encounter Spells and Prayers, -Healing Surges</p><p></p><p><strong>Overland Travel</strong></p><p>Time: 4 hours</p><p>Requires Safety: No</p><p>You travel across the wilderness, explore hexes, or otherwise deal with the wilderness.</p><p>+Wandering Monsters</p><p></p><p><strong>Rest</strong></p><p>Time: 6-8 hours</p><p>Requires Safety: Yes</p><p>You rest in a town, carouse, meditate on spells, perform Liturgies or Rites, and sleep.</p><p>+XP, +1 Healing Surge, +Daily Exploits, Spells, and Prayers</p><p></p><p><strong>CHARACTER GROWTH</strong></p><p>Time: 1 week</p><p>Requires Safety: Yes</p><p>You spend a week applying your experiences to hone your skills, develop and research new ones, create magic items, create masterwork items, or practice.</p><p></p><p><strong>Training</strong></p><p>When you have gained enough experience points to reach a new level, you are <em>eligible</em> to advance in level. Acquiring a new level requires a great deal of focus, which is sped up by training with NPCs (fellow PCs are too familiar with you to be able to point out flaws in your techniques).</p><p></p><p>The type of training you require depends on your class, level, and method of training.</p><p></p><p>MARTIAL TRAINING</p><p>In order to aquire a new level, martial characters must put into practice what they've learned over the course of their adventures. Exploits must be tested; flaws and advantages must be discovered before they are ready to be put on the line in life-and-death struggle.</p><p></p><p>Martial characters learn best when challenged by another character. This character is referred to as a Tutor. The level of the Tutor in comparison to your own determines how much time and gold you must spend training.</p><p></p><p style="margin-left: 20px">Sidebar: Tier Bands</p> <p style="margin-left: 20px">Levels are broken down into three Tiers: Heroic (1-10), Paragon (11-20), and Epic (21-30). These Tiers can be broken down into "Bands":</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">1-3: Apprentice. Your average joe falls into this Band.</li> <li data-xf-list-type="ul">4-6: Journeyman. Characters in this Band are highly-skilled experts in their fields.</li> <li data-xf-list-type="ul">7-9: Master. These characters are among the elite in the world, true masters of their craft.</li> <li data-xf-list-type="ul">10: Grandmaster. This Band represents the pinnacle of human ability, before characters cross the threshold into Paragon Tier and become slightly more-than-human.</li> </ul><p></p><ul> <li data-xf-list-type="ul">If the Tutor's level puts him <em>in or above your tier Band,</em> you can gain a level after one full week of training, spending 16 hours a day on the practice field. This training time cannot be broken up; if the character is unable or unwilling to spend this much time, all progress is lost and training must start again from the start. The Tutor requires one random monetary treasure parcel (RMTP) based on the Tutor's tier Band.</li> <li data-xf-list-type="ul">If the Tutor's level puts him <em>one tier Band below yours,</em> you can gain a level after two full weeks of training, spending time as indicated above. The Tutor requires two RMTPs based on the Tutor's tier Band.</li> <li data-xf-list-type="ul">If the Tutor's level puts him <em>two or more tier Bands below yours,</em> you can gain a level after a month training. The Tutor requires four RMTPs based on the Tutor's tier Band.</li> <li data-xf-list-type="ul">If you decide to self-train on your own or with other PCs, you can gain a level after six weeks of training. This requires 420 GP.</li> </ul><p></p><p>[code]Table 1: RMTP GP Value By Tier Band</p><p> Number of RMTPs</p><p>Tier Band 1 2 4 6</p><p>Apprentice 70 140 280 420</p><p>Journeyman 175 350 700 --</p><p>Master 500 1000 -- --</p><p>Grandmaster 1100 -- -- --[/code]</p><p></p><p style="margin-left: 20px">DM's Notes</p> <p style="margin-left: 20px">The intent here is to get the PCs to spend money on a settlement, tying the adventuring cycle into a larger area of play. As PCs adventure, they recover gold, which is spent in town; money spent in town changes the town by raising its level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Players have to decide if they want to spend money or time when choosing Tutors. In addition, higher-level Tutors tend to have agendas and goals of their own which may not always mesh well with the PC's Goals. Another choice must be made - to feed the coffers of a potential rival or take extra time training.</p><p></p><p>DIVINE TRAINING</p><p>In order to acquire a new level, Divine characters must meditate on their experiences adventuring and how these experiences mesh with the philosophy or worldview that gives them the ability to cast Prayers. Any conflicts between the character's worldview and the character's experiences must be worked out before the benefits of a new level are acquired.</p><p></p><p>Meditation requires one full week, where the character spends 16 hours a day under the influence of mind-altering drugs. Meditation cannot be broken up into smaller chunks; if the full time is not taken, the character loses all progress and must begin again from the start.</p><p></p><p>Sanctified Incense is required to place the character in the right frame of mind for meditation. The value of Sanctified Incense required is equal to one RMTP of the character's level.</p><p></p><p>Broken Oaths: Divine characters who are carrying penalties for breaking their Oaths must complete an Act of Contrition (see Rituals) before they can acquire a new level.</p><p></p><p style="margin-left: 20px">Divine characters don't need tutors, never need to take longer than a single week, but they must buy Sanctified Incense, must spend more GP, and have to complete the Act of Contrition ritual. It may not be balanced. Playtesting will have to reveal that.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">I might add something to reinforce the colour of the character's faith - requiring/giving bonuses for meditating in an environment that reinforces the faith. Melora would require the wilderness or sea, Kord would require a storm, etc.</p><p></p><p>WIZARD TRAINING</p><p>In order to acquire a new level, wizards must experiment with the spells they have uncovered in their grimoires. Recall that wizards do not gain access to new spells except through research or "acquisition" (ie. looting the bodies of dead spellcasters). Wizards must spend time mastering the spells they have discovered before they can be cast.</p><p></p><p>Wizards require one full week of experiment, taking 16 hours a day. The cost of arcane experiments require Arcane Reagents equal to a RMTP of the wizard's level. As with other characters, this time cannot be broken down into chunks; if interrupted, all progress is lost.</p><p></p><p style="margin-left: 20px">The second-easiest way to train up (wait for Warlocks). The balancing factor is that wizards don't actually gain spells when they level up; they need to have them in their spellbooks.</p><p></p><p>WARLOCKS</p><p>Warlocks do not need to train in order to acquire a new level. The powers a warlock commands are not his own; they come from the warlock's Patron. What each individual warlock must do in order to acquire a new level depends on the specifics of the warlock's Pact.</p><p></p><p>When the Pact is forged, the warlock commits to a specific Obligation. Fulfilling this Obligation is all that is necessary to acquire a new level. However, when the Warlock moves from one Tier Band to the next (ie. levels 4, 7, and 10), the Patron will require something extra. This should be determined when the Pact is forged between warlock and Patron.</p><p></p><p style="margin-left: 20px">Warlocks are cool.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5436441, member: 386"] Here is the first draft of the rules to level up. Note that it's only for Heroic Tier, and that there will be other things that you can do each week if you don't have enough XP to make you eligible for a new level. I'm not sure the GP values balance out between classes. --- CYCLES OF PLAY [b]Heartbeat[/b] Time: 6 seconds or less Requires Safety: No You struggle in combat, deal with traps, or engage in social conflict. -HP, -Encounter Spells and Prayers, -Daily Powers [b]Dungeoneering[/b] Time: 5 minutes Requires Safety: No You take a breath, bind wounds, meditate on spells and prayers, search a room, loot the dead, or travel a short distance. +Wandering Monsters (dungeon only), +HP, +GP, +Encounter Spells and Prayers, -Healing Surges [b]Overland Travel[/b] Time: 4 hours Requires Safety: No You travel across the wilderness, explore hexes, or otherwise deal with the wilderness. +Wandering Monsters [b]Rest[/b] Time: 6-8 hours Requires Safety: Yes You rest in a town, carouse, meditate on spells, perform Liturgies or Rites, and sleep. +XP, +1 Healing Surge, +Daily Exploits, Spells, and Prayers [b]CHARACTER GROWTH[/b] Time: 1 week Requires Safety: Yes You spend a week applying your experiences to hone your skills, develop and research new ones, create magic items, create masterwork items, or practice. [b]Training[/b] When you have gained enough experience points to reach a new level, you are [i]eligible[/i] to advance in level. Acquiring a new level requires a great deal of focus, which is sped up by training with NPCs (fellow PCs are too familiar with you to be able to point out flaws in your techniques). The type of training you require depends on your class, level, and method of training. MARTIAL TRAINING In order to aquire a new level, martial characters must put into practice what they've learned over the course of their adventures. Exploits must be tested; flaws and advantages must be discovered before they are ready to be put on the line in life-and-death struggle. Martial characters learn best when challenged by another character. This character is referred to as a Tutor. The level of the Tutor in comparison to your own determines how much time and gold you must spend training. [indent]Sidebar: Tier Bands Levels are broken down into three Tiers: Heroic (1-10), Paragon (11-20), and Epic (21-30). These Tiers can be broken down into "Bands": [list][*]1-3: Apprentice. Your average joe falls into this Band. [*]4-6: Journeyman. Characters in this Band are highly-skilled experts in their fields. [*]7-9: Master. These characters are among the elite in the world, true masters of their craft. [*]10: Grandmaster. This Band represents the pinnacle of human ability, before characters cross the threshold into Paragon Tier and become slightly more-than-human.[/list][/indent] [list][*]If the Tutor's level puts him [i]in or above your tier Band,[/i] you can gain a level after one full week of training, spending 16 hours a day on the practice field. This training time cannot be broken up; if the character is unable or unwilling to spend this much time, all progress is lost and training must start again from the start. The Tutor requires one random monetary treasure parcel (RMTP) based on the Tutor's tier Band. [*]If the Tutor's level puts him [i]one tier Band below yours,[/i] you can gain a level after two full weeks of training, spending time as indicated above. The Tutor requires two RMTPs based on the Tutor's tier Band. [*]If the Tutor's level puts him [i]two or more tier Bands below yours,[/i] you can gain a level after a month training. The Tutor requires four RMTPs based on the Tutor's tier Band. [*]If you decide to self-train on your own or with other PCs, you can gain a level after six weeks of training. This requires 420 GP.[/list] [code]Table 1: RMTP GP Value By Tier Band Number of RMTPs Tier Band 1 2 4 6 Apprentice 70 140 280 420 Journeyman 175 350 700 -- Master 500 1000 -- -- Grandmaster 1100 -- -- --[/code] [indent]DM's Notes The intent here is to get the PCs to spend money on a settlement, tying the adventuring cycle into a larger area of play. As PCs adventure, they recover gold, which is spent in town; money spent in town changes the town by raising its level. Players have to decide if they want to spend money or time when choosing Tutors. In addition, higher-level Tutors tend to have agendas and goals of their own which may not always mesh well with the PC's Goals. Another choice must be made - to feed the coffers of a potential rival or take extra time training.[/indent] DIVINE TRAINING In order to acquire a new level, Divine characters must meditate on their experiences adventuring and how these experiences mesh with the philosophy or worldview that gives them the ability to cast Prayers. Any conflicts between the character's worldview and the character's experiences must be worked out before the benefits of a new level are acquired. Meditation requires one full week, where the character spends 16 hours a day under the influence of mind-altering drugs. Meditation cannot be broken up into smaller chunks; if the full time is not taken, the character loses all progress and must begin again from the start. Sanctified Incense is required to place the character in the right frame of mind for meditation. The value of Sanctified Incense required is equal to one RMTP of the character's level. Broken Oaths: Divine characters who are carrying penalties for breaking their Oaths must complete an Act of Contrition (see Rituals) before they can acquire a new level. [indent]Divine characters don't need tutors, never need to take longer than a single week, but they must buy Sanctified Incense, must spend more GP, and have to complete the Act of Contrition ritual. It may not be balanced. Playtesting will have to reveal that. I might add something to reinforce the colour of the character's faith - requiring/giving bonuses for meditating in an environment that reinforces the faith. Melora would require the wilderness or sea, Kord would require a storm, etc.[/indent] WIZARD TRAINING In order to acquire a new level, wizards must experiment with the spells they have uncovered in their grimoires. Recall that wizards do not gain access to new spells except through research or "acquisition" (ie. looting the bodies of dead spellcasters). Wizards must spend time mastering the spells they have discovered before they can be cast. Wizards require one full week of experiment, taking 16 hours a day. The cost of arcane experiments require Arcane Reagents equal to a RMTP of the wizard's level. As with other characters, this time cannot be broken down into chunks; if interrupted, all progress is lost. [indent]The second-easiest way to train up (wait for Warlocks). The balancing factor is that wizards don't actually gain spells when they level up; they need to have them in their spellbooks.[/indent] WARLOCKS Warlocks do not need to train in order to acquire a new level. The powers a warlock commands are not his own; they come from the warlock's Patron. What each individual warlock must do in order to acquire a new level depends on the specifics of the warlock's Pact. When the Pact is forged, the warlock commits to a specific Obligation. Fulfilling this Obligation is all that is necessary to acquire a new level. However, when the Warlock moves from one Tier Band to the next (ie. levels 4, 7, and 10), the Patron will require something extra. This should be determined when the Pact is forged between warlock and Patron. [indent]Warlocks are cool.[/indent] [/QUOTE]
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