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Training to Level
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<blockquote data-quote="haakon1" data-source="post: 3101228" data-attributes="member: 25619"><p>I agree with the idea of using training to break up the time line. It's nice to have seasons pass and give time for NPC interaction, spending loot, and creating items back in town.</p><p></p><p>My training rules are that it takes 1 week for level 2 and level 3, and 2 weeks thereafter. Up to 5th level, it takes twice as long if you don't have a trainer. After 5th level, you never need a trainer. Trainers must be in the class you are adding or a related class (Fighter-types, Arcane-casters, Divine-casters, or specialists like rogues and monks; anybody can train a bard). Trainers officially charge 100 gp a week, but after 2nd level, this is almost always done in trade (for services rendered or traded loot) or by a friendly contact, rather than in cash.</p><p></p><p>PirateCat said:</p><p><<I've done one week of training per 2 levels, and I have no doubt that my plots and pacing has been better as a result. Even so, I've 'broken' my rule many times by providing occasional "you don't need to spend the actual time training" items or situations>></p><p></p><p>Yes, I'm very very similar. As an example of an exception to the rule, I just nixed the training rules for my party going from 4th to 5th (usually the last level that needs a trainer) as they are staying in a frontier village for month, helping train the locals and rebuild things. Plenty of time in that month for a training montage, so it's all good.</p><p></p><p>I got these ideas and explain them to my players based on the movie Conan the Barbarian. I say he was 1st level when he first went in the pits, 5th level when the masters of the east were done leveling him up, and he trained himself for 7th level after he was nearly killed in the desert. Lots and lots of training sequences in that movie, and in lots of kung fu movies and not a few Westerns . . . best played out with a quick montage (I salute "Team America" for explaining that!).</p></blockquote><p></p>
[QUOTE="haakon1, post: 3101228, member: 25619"] I agree with the idea of using training to break up the time line. It's nice to have seasons pass and give time for NPC interaction, spending loot, and creating items back in town. My training rules are that it takes 1 week for level 2 and level 3, and 2 weeks thereafter. Up to 5th level, it takes twice as long if you don't have a trainer. After 5th level, you never need a trainer. Trainers must be in the class you are adding or a related class (Fighter-types, Arcane-casters, Divine-casters, or specialists like rogues and monks; anybody can train a bard). Trainers officially charge 100 gp a week, but after 2nd level, this is almost always done in trade (for services rendered or traded loot) or by a friendly contact, rather than in cash. PirateCat said: <<I've done one week of training per 2 levels, and I have no doubt that my plots and pacing has been better as a result. Even so, I've 'broken' my rule many times by providing occasional "you don't need to spend the actual time training" items or situations>> Yes, I'm very very similar. As an example of an exception to the rule, I just nixed the training rules for my party going from 4th to 5th (usually the last level that needs a trainer) as they are staying in a frontier village for month, helping train the locals and rebuild things. Plenty of time in that month for a training montage, so it's all good. I got these ideas and explain them to my players based on the movie Conan the Barbarian. I say he was 1st level when he first went in the pits, 5th level when the masters of the east were done leveling him up, and he trained himself for 7th level after he was nearly killed in the desert. Lots and lots of training sequences in that movie, and in lots of kung fu movies and not a few Westerns . . . best played out with a quick montage (I salute "Team America" for explaining that!). [/QUOTE]
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