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<blockquote data-quote="Sunseeker" data-source="post: 6897013"><p>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 <em>every</em> level mind you, but the intention is every 1-3 levels you're back in the city.</p><p></p><p>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! </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6897013"] 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 [I]every[/I] 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. [/QUOTE]
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