Use it as a DM and like it as a player - under the following conditions.
Training is only required to learn something new.
i.e. While I could self study a new computer program it would take me a long time to do so. However, with a quick class in the basics - even OJT with a mentor makes leaps and bounds over personal trial and error.
So, want to take a new class - fine as long as there is someone in the party with that class, you can learn it as you go with the understanding that the other person might be a mentor of sorts.
Once you have the basics (the 1st level) you can learn self paced.
Feats - someone in the group with the feat, you are golden if not seek and you shall receive. Any logical advances in the feat chain i.e the word improved, imply that it is just a simple honing of the original. However, the rest of the chain if different feats requires someone with the knowledge to teach you.
Class skills - requires someone of the class with the skill to teach you. Step increases in the same chain are self taught. i.e. extra sneak attack dice, rages, improved evasion etc.
Skills - BASIC skills require no trainer. (if it can be used untrained - it is something anyone can do alone even if its cross class) Trained only - requires a trainer.
My reasoning is the same as the guy who mentioned enforced down time. I hate playing in games where the group goes from level 1-20 inside about 1 year of game time.
[sblock=Real World Reasoning]
For instance I have been in the Army for 22 years...
I am a good damn soldier but it took me 22 years to get there -
I enlisted and went to basic - leaned the fundamentals then practiced them in training exercises. Honed them at other advanced schooling and even later in combat.
Without all three aspects book, practice (repetition of drills), and actual practical combat experience I'd never be where I am today.
I've been to the best schools out there SF, Ranger, OCS, SCUBA, HALO etc however that's just the basics.
I've been to combat too but I'll be honest with you one does not learn a whole lot in combat technique wise.
Real learning takes time and experience to master.
[/sblock]
It is ludicrous in games where in a year a 17 year old kid can go from rusty sword wielding farm hand to the wish casting, miracle arranging, uber-destructor, in the in the course of (in one of my games) as little as three months of game time - literally from kid to saving the world from demons in three months - lol! I mean in the 90 days of Red Hand of Doom we go from level 4 - 15 I think, that's veteran to fantastic in 90 days - not in my games.
I have enforced down time* - I mandate about 1 year of game time per level earned.
I.E. Say our intrepid teens go out on their 1st adventure and level up to 3. It may only be a week or two in game time but after that they will go on home, train, live their lives, have families make Friends etc. Then they go on he next adventure - they level to 4. Two more years go by - eventually they'll age loose physical abilities etc.
Actually, as they level (in keeping with the increased number of exp required) the 1 level per year thing stretches out as well.
1-5 (1 year per level)
5-10 (2 years per)
10-15 (3 years)
15- 20 (4 years)
So time in my game from level 1-20 can be as much as 50 years. A human can go through the full range of his categories middle, old and venerable.
Live an entire life in other words.
* Now how do I do that down time...little real time passes. Still a week between game sessions. However, the players account for their down time in journaling. What would your character do for a year - two or five? He might fall in love, have a kid, make a Friend, a contact or an enemy too. All of these are excellent hooks for me to use for the game.
At low levels, (1-5th 1 year per) he might train of course. He has few commitments outside adventuring so the time between them is shorter. In this example an enchanter, would learn his new spells, research and even teach some spells or classes in exchange for room and board at the Wizard Academy. He could do all or some of these.
Mid level, (5-10th 2 years per) say a rogue this time, might organize a small guild so the down time increases as the commitment outside the grand adventures lessens. he might take the role of chief information gatherer for his lord (or another character even). He might establish a house in town as a cover and engage in business to cover his income. He might just train and raise his children or, wench and drink himself to ruin. He might take a role as leader of a community sitting on boring meeting or gather information (spy) for the lord's army on a siege. (No real adventure just a mundane war.)
Upper level, (10-15th 3 years) this time a fighter, all my players start to get land grants and titles of their own in reward for their actions so they will have lots to write about. Running a manor takes time and effort, time slows down even more - he advances into middle age, his kids are grown. Now he has followers maybe and controls large tracts of forest or mines. Dealing with nations and church reps now he spends time making policy, making war or simply managing a famine in peace. They advance into middle age and refine their character (mental stats) but suffer some weakness and slowing physically.
Then finally the years slow them down, (15- 20th 4 years per) they adventure less and administer more. This time the cleric is the head of his church, making cannon and law he spends a lot of time in court ruling over disputes between kings and lords of stature. He might avert a disaster by calling for a miracle or raising a holy army for a crusade. He ages into old age now resting by the fire and sending his followers and henchmen out on his adventures for him. Perhaps his god will grant him a place by his side in death. Perhaps he will get tone final call to glory.....
How is this done - in e-mail, journals etc. I highlight thier actions and change the game with them, countries change hands rulers die they marry a child into another lords lands gaining prestige etc.
This is how I get my players to live a whole life with one character rather than one adventure path. I assume that the adventure itself is only part of what they do. A representation of a high point in their life. The experience is not as important as the time spent growing and developing the character. The adventures spice up the game, they are not the only thing about the game.
Anyway, dunno of that makes sense but its late just wanted to share since I've seen posts about time a lot and its a pet peeve of mine. I just can't abide the 17 year old 18th level King!
DH -