loki44 said:
Maybe not initial hp, but I think you can rationalize an increase in hp as being attributable to training, apart from the CON bonus.
That's not what he said, or at least not what it sounded like to me. It sounded like he wanted all HP to be to be training related. Of course, I might be wrong for a change.
The whole month of grueling fights does make you better. It gives you xp which allows you to level (an abstraction).
XP don't make you better. You don't make an XP roll against your enemy. You don't get an XP bonus. The better attack bonus, more HP, and all that stuff, they make you better. And with training, you don't get those without training.
In starting the thread I was simply curious about how various DMs handle the concept of leveling within their own games.
I use it as an abstraction: Actually, you get better with each attack you make. It's just an iota, but it's there. Just like you get older each day. But since that would be way too complex to track, you only get better rules once in a while, just like your "legal age" increases once a year. And just like that age, you get the mechanical bonus the moment you qualify for it. Just like you don't have to make some kind of test to see whether you're more mature now, you don't have to do anything to get the mechanical, abstract benefit of all the small improvements you accumulated over the past level.
Your actual age has increased by another 365.x days and you get a birth day. Suddenly, you're allowed to drink, drive and vote (just not in that order). And now you're suddenly able to make two attacks per round, with your BAB that's now +6. Your ability didn't actually improve from +5 to +6 all of a sudden. It increased from something like 5.99 to 6, but that would be too abstract.
So I use instant level-up. Without training, even within sessions - though I usually fix it so they level up between sessions.
It has the added benefit that I can set the pace of the adventure. If I want them to do nothing for 6 months in-game time, I can do that. If I want them to hustle for the next 8 sessions, with hardly a break in the action, I can do that, too, without forcing players to stop chasing the foes to spend a couple of days training so they're better prepared to beat that foe and whatever he wants to sic on them.
In our games the amount of training required increases with each level. This makes sense to me since the skills/spells/etc. become exponentially difficult.
Plus it keeps getting more and more difficult to find someone who knows something you don't (i.e. someone who's at least on the same level as you want to go to) and both can and will teach you (not everyone's fit to be an instructor, and of course not everyone wants to, even if they could). It can easily become the main adventure, more time-consuming than what they would do if they weren't trying to get better.
And one day, they won't find anyone to train them, and then they're screwed.