D&D 5E Training to Level Up

Every FLGS or on-line game I've played is 'learned on the job'. In my long-running weekly game our DM builds our sessions so the level up is never mid-adventure (using the adventuring day/level rewards rather than per goblin killed). We do our leveling up between the 'chapters' but out of band via email so they can be verbose or just "I take this" based on what the player wants.
 

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Like most people it seems, I've always had training as a background activity you're assumed to do.

However, for my upcoming Temple of Elemental Evil campaign, I have implemented one house rule that touches on training. I decided that wizards do not automatically gain 2 new spells when they get a new level. Instead, they may scribe 2 new spells into their spellbook without cost, but they first need to have acquired a source for the spell; either a scroll, or a friendly NPC who can teach them.

A big reason for this was to have the players interact more with the game world. This thread has got me thinking of other training I might be able to include in the game.
 

Like most people it seems, I've always had training as a background activity you're assumed to do.

However, for my upcoming Temple of Elemental Evil campaign, I have implemented one house rule that touches on training. I decided that wizards do not automatically gain 2 new spells when they get a new level. Instead, they may scribe 2 new spells into their spellbook without cost, but they first need to have acquired a source for the spell; either a scroll, or a friendly NPC who can teach them.

A big reason for this was to have the players interact more with the game world. This thread has got me thinking of other training I might be able to include in the game.

I've done this in campaigns. But IMO to keep things "fair" I have to make sure to let the wizards find scrolls and spellbooks above the standard treasure to then give them a source to be able to at least have some choice of which spells they can gain as they level up.
 

If it breaks your suspension of disbelief that a party can level up while in a megadungeon, DO NOT run a megadungeon. Or put a specific room (hidden library, training room, etc) where the players can reach and can level up from learning from the texts/drawings/whatever in there.

If it's an issue, then work on it. There are several ways presented in the DMG (Downtime, Longer Rest variants) to help explain, or in-game explanations (Fighters get better as they fight, Bards find inspiration after practice). It's all your own point of view and how much you are willing to handwave.
 

In every edition, every group I've played with has ignored training times and costs. You get XP, you level - sometimes a long rest is required to gain the benefits of the new level but that's it. It falls under "acceptable breaks from reality".

That's what we do too but save the leveling between sessions rather than at a long rest so we spend more time roleplaying and less time updating character sheets.
 

The main issue with most training rules is that they require the PCs to be acutely aware of the concept of character level and class.

Now that said, you might decide that your game does exactly this, and it can work quite well. Take a look at earthdawn for an example. Every adventurer is on a time-honoured and well understood path, and everyone is well aware of the requirements to advance on that path and the abilities that come with it.

For most D&D campaigns however, you don't want in-character discussion of levels. And if an adventurer has to stop adventuring for his level in weeks and pay level in gp to gain a level, then it makes no sense that levels are not well understood.
 
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Every level is likely too much. Key levels work. When picking a subclass and maybe every 4 or 5 levels after. Or when training into a new class.
Training should be fairly cheap. 10gp per level would be a lot, especially at low levels. Maybe 5 gp/level at level 3, 10 gp/level after that, and maybe 20 or 100 gp/ level after level 10.

I quite like the idea of needing training to get new feats, but eh, I can take it or leave it. Generally if there is a period of downtime, that is enough to permit a level up.

We don't level up between adventures, as it were.
 

For me, finding and learning from tutors is a compelling part of the story I want to take part in about adventurers, as the arts of the warrior, mage, priest and thief are passed down through the generations. I don't find the idea of PCs achieving mastery all by themselves, outside of larger social networks, an appealing fantasy.

Jediking, parties don't (traditionally) live in megadungeons. They make forays into them with defined goals.
 

When it comes to worrying about "realism" applying to D&D, characters over-night suddenly jumping in competence is *one of the least* of my worries!

Training could work with some games making it part of the story, as Faraer suggested.

But most of the time, I wouldn't worry and have them level up after a rest or natural break in the narrative.
But then I also ignore XP and level up the party when I think it's appropriate.
 

I've done this in campaigns. But IMO to keep things "fair" I have to make sure to let the wizards find scrolls and spellbooks above the standard treasure to then give them a source to be able to at least have some choice of which spells they can gain as they level up.

Just like the old 3.5e campaign where buried underneath the pile of bandit loot was an old small battered trunk measuring 2x2x2 which after a quick check for spells and traps the party Rogue unlocked it to find some clothes and beneth a secret false floor was 3 worn books and 5 scrolls written in a mix of languages that once translated revealed spells for our party Sorcerer/Wizard
 

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