Crothian
First Post
(Psi)SeveredHead said:Adventuring is training and practical experience too.
Adventureing is not training. When one trains they do the same moves over and over for possible hours or days. Adventuring is not.
(Psi)SeveredHead said:Adventuring is training and practical experience too.
(Psi)SeveredHead said:Bad idea, IMO. I'll give an example.
Fighter 4 about to become Fighter 5. He has the XP.
"Last few weeks [last level], I fought twelve new species, faced four different fighting styles, took part in three duels and won two of them, and personally killed fifteen gnollls. You're telling me during that time I learned nothing?!"
Adventuring is training and practical experience too.
IMO, training should only be used for skills that you didn't get to practice while adventuring. For instance, if last level, the bard never once swung a sword, then maybe he should ask the party fighter-type for some tips (eg training), or maybe get schooled by a higher level fighter.
Jubilee said:I had a GM who briefly introduced training costs/time/requirements at the beginning of the campaign. It lasted until about level 5 or 6. I found that not only was it tedious and expensive, but also added alot more bookkeeping and calculating. It seemed doubly expensive to me, the archivist, because now I had to pay for my skill points (I had a pretty good int, so I had plenty) as well as buying new spells AND scribing them into my book. Once I got the artificer to make an aureon's spellshard it was a little bit better. We also seemed to spend an extraordinary amount of time re-explaining the concept to a few of the players and I spent alot of time trying to figure out how much time I had to make scrolls or scribe into my book before the bard was finally done training..
To make a long rant short, I am of the opinion that doing things to gain XP counts as hands-on training, and I am the type of player who either bumps up skills I use anyway, or if I'm planning to learn something new or get a craft/profession, I make a point of practicing IC.
/ali
(Psi)SeveredHead said:Bad idea, IMO. I'll give an example.
Fighter 4 about to become Fighter 5. He has the XP.
"Last few weeks [last level], I fought twelve new species, faced four different fighting styles, took part in three duels and won two of them, and personally killed fifteen gnollls. You're telling me during that time I learned nothing?!"
Adventuring is training and practical experience too.
IMO, training should only be used for skills that you didn't get to practice while adventuring. For instance, if last level, the bard never once swung a sword, then maybe he should ask the party fighter-type for some tips (eg training), or maybe get schooled by a higher level fighter.
I may do that next time I run a campaign (if I ever find the time and players). Game system will be either True20 or Savage World, which means much less emphasis on XP than in D&D. As such, it will be a less painful implementation from the players' point of view. So, leveling will require time (days or weeks of training), mentors, or special secrets found in books/whatever (as in many Hong Kong Wuxia movies where heroes learn secret techniques from fabled books or legendary kung-fu masters). Yet, I need to think more carefully about this, and I will have more urgent things to do to prepare such a campaign.loki44 said:What I want to know is, how many of you require PCs to train in order to level and, if so, how do you handle it?
Interesting idea...Plane Sailing said:I did at one point allow training to purchase xps though. If you recall, D&D originally gave you xps for finding gps. I never liked that, so I changed it to xps for spending gps. It was a 1 for 1 basis, but the maximum rate you could spend was 100gp a week, gaining 100xp a week.