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<blockquote data-quote="Tony Vargas" data-source="post: 6896982" data-attributes="member: 996"><p>5e finally brought us some nice downtime rules, so incorporating training into them shouldn't be hard. The main point of training in 1e was in large part to siphon off money so the adventurers would need to continue adventuring, and, along with exp for gold, emphasized the treasure-hunting aspect of the game both as goal, and as IC motivation. It also gave the party a reason to just not adventure constantly, so while some characters were training (everyone was on a different exp schedule, afterall) others could be doing spell research or overseeing the building of their castle or whatever - and the DM could have time pass in his world at a reasonable rate.</p><p></p><p>5e already lets you blow money on downtime activities, even if just living the good life for a while, and, since gold is divorced from both exp and magic items, it doesn't have a strongly-implied economy to gauge the cost of training against - so any cost should be tailored to the individual campaign. Time to train could be a way of rendering adventuring careers less meteoric for DMs who wanted longer storylines (campaigns covering years or decades) and/or to cut into the use of downtime for other purposes.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6896982, member: 996"] 5e finally brought us some nice downtime rules, so incorporating training into them shouldn't be hard. The main point of training in 1e was in large part to siphon off money so the adventurers would need to continue adventuring, and, along with exp for gold, emphasized the treasure-hunting aspect of the game both as goal, and as IC motivation. It also gave the party a reason to just not adventure constantly, so while some characters were training (everyone was on a different exp schedule, afterall) others could be doing spell research or overseeing the building of their castle or whatever - and the DM could have time pass in his world at a reasonable rate. 5e already lets you blow money on downtime activities, even if just living the good life for a while, and, since gold is divorced from both exp and magic items, it doesn't have a strongly-implied economy to gauge the cost of training against - so any cost should be tailored to the individual campaign. Time to train could be a way of rendering adventuring careers less meteoric for DMs who wanted longer storylines (campaigns covering years or decades) and/or to cut into the use of downtime for other purposes. [/QUOTE]
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