Training in your campaign

Brother Ezra

First Post
Most of my current group of stalwart adventurers has survived to reach second level. We'll be rolling HP and determining skills/feats/etc. at our next game this weekend.

I'm trying to keep this as realistic as possible, and wanted to incorporate the idea of training into the campaign. So, I'd like to find out if anyone has used the concept of training in their campaigns? How do you explain the acquisition of new feats/skills/granted powers? Do they just appear? What about improving existing skills? Do you just get better at it with continued practice?

Example: Our rogue wants to add 4 ranks to his open locks skill. He has one rank already, but to date has not used the skill once since the campaign began. How can I realistically justify his improvement with the skill if there was no application of it during the course of the previous level?
 

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in the current edition of the game it is assumed that in downtime the PCs are working on improving their skills.

so perhaps the rogue when bored plays with lock picks and tools just before bed or while on guard duty.

never used in actual play... but still improving.

in older editions or optional/variant rules of this one. training may/did require a mentor, cost, and actual time training.
 

All of the classes in my world (except sorcerer and psion) need training to advance in their class until they reach 12th level. HPs and saving throws are automatic, but most other things need at least 1 day of training to learn. If you only improve current skills, I would give that to players automatically.

Of course, I usually have PCs go on missions, so there is on average 5-10 days waiting in town between missions, lots of time for PCs to create items they need, do investigation in personal matters, serve their gods/guilds and indeed train. Unless they want details, most of this happens outside the game, so it isn't a big game issue anyway.
 

diaglo said:
in the current edition of the game it is assumed that in downtime the PCs are working on improving their skills.

This is what I use in mine. I figure the fighter practices swinging his sword, the wizard works on some new theories, the rogue...uhm...rogues, the monk does..uh..monk stuff. Then, when they level up, they get instant access to the stuff for which they've been training.
 

In my current campaign we just get more skillful... "Hmm... I suddenly feel that I can turn more powerful undead" *ZAP*...

However, we do utilize the training for animals and warbeasts... (namely a T-rex and eventually some Griffon)...

In games with downtime, be sure that the players are dedicating some of their time to furthering their skills and abilities...

Making role playing realistic is one thing but, cutting into adventuring time with "training" is another... just be sure you don't cross that line and you'll have very satisfied players with a rich backstory and deep connections to their characters.
 

Queen_Dopplepopolis said:
Making role playing realistic is one thing but, cutting into adventuring time with "training" is another... just be sure you don't cross that line and you'll have very satisfied players with a rich backstory and deep connections to their characters.

making realistic roleplay also makes sense.

cuz there is nothing like levelling up every 2 minutes.... aka 20 rounds... if that is the whole session.

esp when you have races that live hundreds of years.

believe me, i've seen/played in games where levels were gained in less than 1 day. it doesn't make sense. it really doesn't
 

diaglo said:
making realistic roleplay also makes sense.

cuz there is nothing like levelling up every 2 minutes.... aka 20 rounds... if that is the whole session.

esp when you have races that live hundreds of years.

believe me, i've seen/played in games where levels were gained in less than 1 day. it doesn't make sense. it really doesn't
I agree entirely. This group has been together for about 18 days (game time), and they've already leveled. At this pace, they'll be ready for the ELH in less than a year. I think I need to insert some down time between adventures in order to account for training without actually addressing the issue in game play.
 

I disagree to a point. It's possible to get so wrapped up in what makes "sense" you can forget that fact that it's a game and it's supposed to be like, fun and stuff. ;)
 

Mystery Man said:
I disagree to a point. It's possible to get so wrapped up in what makes "sense" you can forget that fact that it's a game and it's supposed to be like, fun and stuff. ;)
Point well taken, but with my group, they've made a point of telling me that they enjoy the game more when things make sense realistically, and things occur to their characters that have logical explainations, not just "poof, you can now turn a wight and cast Cure Moderate Wounds. It really boils down to style of the game; my group enjoys that "deep immersion" experience.
 

New to gaming, but my current DM gives us free-time if for nothing else then an attempt to plan strategies :)
But most of our stuff comes from the game itself- new spells (like turning undead) are taught by an ancient mad cleric the paladin meets, a ranger gets a favorite enemy due to interrogating and fighting a certain creature type extensively in game.
Depending on your Players down-time is also cool for the role playing, interactions without the fighting.

Not sure if this is helpful, but though I would add my 2 cents :)
 

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