D&D 5E Training to Level Up

S

Sunseeker

Guest
Typically on the rare occasion that I have required training I have either *wiggles fingers casting DM magic* just happened to have the appropriate NPC available for the players to train; or I have set up the game in such a manner that "reporting back to a large population center" was part of the quest. IE: Bob down in Podunkville may ask you to retrieve some friends of his captured by some Kobolds. However, once you're knee-deep in Kobold dookie, you find that those Kobolds are taking orders from some Orcs, who themsleves have recently captured *IMPORTANT QUEST NPC #53*. No, rescuing them is optional, but the "escort them back to the city" quest after that is not (provided you want a reward), once you get there, trainers are available! More quests become available, but they too cycle back to the city. Not every level mind you, but the intention is every 1-3 levels you're back in the city.

Yes, sometimes certain classes will get left behind, usually I do the following: Divine casters need prayer and meditation in someplace holy to their gods. This is easy for druids, they're "taught" by the spirits of nature, any place suitably nature-y will do. Clerics need an affiliated temple, but can otherwise effectivly teach themselves by studying the hold scripture. Fighters don't need trainers, unless they're an Eldrich Knight, who like the Wizard, has to find magical tomes, but like the cleric, can essentially teach themselves provided they have access to the materials. Sorcerers don't need training, like Druids, they simply need some place sufficiently magical to attune to the energies of blah blah blah. Bards can seek out "training" almost anywhere, as there will almost always be someone of quick wit and sharp tongue or clever in song around in any fantasy setting. Rogues only need training if they're Assassins or AT's, and the former can be provided from almost any interested organization, from Kings and Governments to Thieves Guilds and even the local Church!

Basically, I don't enforce the idea that you need to find a Paladin of Vengeance, level 5, in order to yourself go from levels 1-5 as a Paladin of Vengeance. When I do enforce training, it's more an issue of someone being available to help you refine your skills, not to teach you specific *named* skills. In lieu of finding a teacher I sometimes allow a player to train themselves, and it's a good way to force a little downtime into the game. By default I insist on one week for training to level up. For self training, it's a month.

For the most part, training is not an excuse to slow down player advancement. It's an excuse to force the players to interact with NPCs, gain contacts, learn about potential quests and gain more knowledge of the setting-world. I'm always tentative on enforcing training because sometimes my players are quite willing to do the social parts of the game anyway.
 

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SmokingSkull

First Post
For our group we don't really have an involved training system. When we gain enough xp to level we need a long rest following that to reflect upon what our characters have learned thus far. Although in the case of our MCing we as players decided that we would teach each other things if our choices involved members of those classes we wish to MC into. For example, my fighter would eventually MC into barbarian, our resident barbarian taught my fighter how to channel the anger, pain, despair and hatred into something greater. Otherwise my previous campaign before that had us doing training montages with one another to improve our skills.
 
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dagger

Adventurer
This is how we did it in our 1e games when we did do it, which was not for every campaign:

You can level up during the adventure, even more than once. As long as at some point you pay the cost and have the downtime. We tended to have a lot of downtime so for our games it was not a problem.
 

SmokingSkull

First Post
[MENTION=6799753]lowkey13[/MENTION] Actually yes it was a lot like that lol. For example, this was during the playtest but back then Sentinel was called Tactical Warrior. Our Monk decided to get that as a feat and between his monk and my fighter we did drills that involved a lot of hitting and running. Good times :)
 



jrowland

First Post
An idea i've toyed with (never implemented) was a soft cap-like approach

You needs XP to level (naturally) and you need downtime, say 1 day/level (or 1 week/level, etc).

You could "pre-train" with downtime ahead of xp or visa versa, but you need both.

XP but not enough downtime? You learned a lot on recent adventure, but you need time to sort it out, formalize it, practice some moves you "just did intuitively" etc before it all comes together as a level

Downtime but not enough XP? Yeah, you've sudied your brains off, practiced until your fingers bled, etc but its just not coming together...you need some "on the job training" to bring it all to focus.

I mostly just use milestones now, but I would like to try this sometime and se how it works.
 

Nagol

Unimportant
Unlike most posters, I've always used a formal training period with an associated cost.

Originally, I used the system from the 1e DMG modified to reduce the influence of my impression on the players' play. It was softened somewhat for 2e to allow the option of longer-duration but cheaper self-training. For 3.X, I built a system to help act as a cash drain. A different system for 5e also acts as one of the cash drains in the campaign.

The time cost also can make for an interesting choice since it is long enough to have meaningful impact on active situations.
 

Hriston

Dungeon Master of Middle-earth
I require training to level up. It combines XP advancement with milestone advancement because once a party reaches enough XP to level up, they generally won't break off from adventuring until they're at a good stopping point, but it's motivated from the player side rather than the DM just declaring that the party levels up.

I like to convert things from AD&D (1e), so here's how I use Gygax's training system (1e DMG, p 86) in 5e:

First, I get rid of the whole DM-judgey performance based multiplier (essentially giving everyone a rating of E), so for characters below "name-level" training with a higher-level tutor of the same class takes one week, and training without a tutor takes two weeks. Note that this applies to characters that are training to become name-level, but once name-level has been attained (either through training with a tutor for one week or training alone for two weeks), characters can then conduct their own training for further levels gained that takes only one week with no tutor required.

Second, I use a 1e to 5e gp-conversion multiplier of 0.6 based on the cost of maintaining a skilled hireling among other things, so instead of 1500 gp, the cost of training for characters below name-level is 900 gp times current level per week of training. I.e., going from 1st to 2nd costs 900 gp with a tutor, 1800 gp without a tutor, etc.

Name-level occurs at different levels for different classes. I go with the same levels used in AD&D because there's supposed to be a one-to-one correspondence between level in 1e and level in 5e:
Level 7 - Monk
Level 8 - Barbarian (based on the acquisition of horde-summoning ability)
Level 9 - Cleric, Fighter, Paladin
Level 10 - Ranger, Rogue, Sorcerer, Warlock (sorcerer and warlock standing in for illusionist)
Level 11 - Wizard
Level 12 - Druid

Characters who have achieved name-level can self-train for one week to gain subsequent levels. Costs are different depending on class:
Barbarians, Fighters, Paladins, and Rangers - 600 gp per current level
Clerics, Druids, Monks, and Rogues - 1200 gp per current level
Sorcerers, Warlocks, and Wizards - 2400 gp per current level

Bards are an exception and must donate 50% of all coins gained to their college as "tuition", plus 600 gp per current level upon gaining a higher level. Bards can always self-train with only one week of down-time.

edit: As an addendum to the above, since Bard isn't a prestige class in this edition, when and if I have a Bard in my group, I'd probably bring them into line with the rules for below-name-level characters by dispensing with the 50% of treasure rule and having them hit name-level at level 11 along with the Wizard, paying 600 gp per current level to gain additional levels thereafter.
 
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