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<blockquote data-quote="Lanefan" data-source="post: 7033867" data-attributes="member: 29398"><p>A number of things:</p><p></p><p>1. I use training and always will, for a few reasons: it's a treasure drain; it allows me to add some depth to the game world (each trainer has the potential to become a relevant NPC sometime); it forces downtime; and it forces the party to every now and then look at their treasury and - gawds forbid - divide it!</p><p></p><p>2. A character can always "self train" (as in the loner example in post #54) but advancement is at half rate. Thus, said loner might have plowed his way up to 8th-level in all the years he's spent out there.</p><p></p><p>3. If you bump but do not (or cannot) train your xp gain starts to slow down.</p><p></p><p>4. Another benefit of training that I'll break out from point 1 above: it sometimes forces the party to make more-or-less difficult choices. Do we plow ahead and finish now, or do we go back to town and train? If we finish now the foes won't be able to complete their dastardly plan, but if we train up we'll be better able to deal with them even if their dastardly plan is in motion. And so forth... </p><p></p><p>5. While the concept of "levels" is unknown to many classes, most caster classes and Monks do know what they are in principle: benchmarks of achievement. Monks, for example, might codify them similar to the modern-day coloured-belt system in karate. I also have it that a character of any class instinctively knows when it has bumped (also a few benefits or partial benefits of bumping occur right then rather than at training); call it a divine blessing or whatever. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>6. Characters need a trainer up to about "name" level (8th to 11th range depending on class) after which they can self-train though they still need the right surroundings - a temple for Clerics, a lab and study space for wizards, training dummies and sparring partners for warriors, etc.</p><p></p><p>7. Cost for all classes is about 1000 g.p. per level being trained into until self-training starts, at which point the costs start to vary quite widely by class.</p><p></p><p>8. Note that all of this is very problematic if you're running a fast-advancing campaign (e.g. most published APs) where characters tend to bump two or three or four times within a single adventure. I wouldn't recommend training rules be used in this situation. However, if you're running a slower-paced game then by all means put training in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7033867, member: 29398"] A number of things: 1. I use training and always will, for a few reasons: it's a treasure drain; it allows me to add some depth to the game world (each trainer has the potential to become a relevant NPC sometime); it forces downtime; and it forces the party to every now and then look at their treasury and - gawds forbid - divide it! 2. A character can always "self train" (as in the loner example in post #54) but advancement is at half rate. Thus, said loner might have plowed his way up to 8th-level in all the years he's spent out there. 3. If you bump but do not (or cannot) train your xp gain starts to slow down. 4. Another benefit of training that I'll break out from point 1 above: it sometimes forces the party to make more-or-less difficult choices. Do we plow ahead and finish now, or do we go back to town and train? If we finish now the foes won't be able to complete their dastardly plan, but if we train up we'll be better able to deal with them even if their dastardly plan is in motion. And so forth... 5. While the concept of "levels" is unknown to many classes, most caster classes and Monks do know what they are in principle: benchmarks of achievement. Monks, for example, might codify them similar to the modern-day coloured-belt system in karate. I also have it that a character of any class instinctively knows when it has bumped (also a few benefits or partial benefits of bumping occur right then rather than at training); call it a divine blessing or whatever. :) 6. Characters need a trainer up to about "name" level (8th to 11th range depending on class) after which they can self-train though they still need the right surroundings - a temple for Clerics, a lab and study space for wizards, training dummies and sparring partners for warriors, etc. 7. Cost for all classes is about 1000 g.p. per level being trained into until self-training starts, at which point the costs start to vary quite widely by class. 8. Note that all of this is very problematic if you're running a fast-advancing campaign (e.g. most published APs) where characters tend to bump two or three or four times within a single adventure. I wouldn't recommend training rules be used in this situation. However, if you're running a slower-paced game then by all means put training in. :) Lanefan [/QUOTE]
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