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<blockquote data-quote="Schmoe" data-source="post: 118430" data-attributes="member: 913"><p>Personally, I think the effects of training should be more dependent on the amount of time and money a character sinks into it, as well as the quality of the instructor. It might work well to have a base cost and time for training, and every increment above the base that is spent on training can increase the amount of X gained.</p><p></p><p></p><p></p><p>I think the benefits you have listed are a little too generous. Actually, I'm not really sure why any extra benefit is necessary at all. You could just say that, until a character performs the necessary training, he doesn't get any new class abilities except for Hit Dice, Base Attack Bonus, and Saves. Ie, skills, feats, special class abilities, spells, etc., all require training to access. In addition, the character can't advance to the amount of experience needed to gain the next level until he has completed the training for the current level. </p><p></p><p>However, that's probably not what you're interested 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>If you are set on providing some sort of benefit for training, I would suggest that you really tone down the benefits available, in addition to decreasing the randomness. The reason would be for balance. Someone who has gone for 8 levels without getting any benefit couldn't help but feel overshadowed by the person who has received, for his last three levels: 1200 xp, a bonus feat, and a +1 to a stat of his/her choice! When you compare the extremes, you can see how the system might affect your game.</p><p></p><p>I have a few recommendations. First, make it so that the chance of a character receiving benefit for training is more within the players' control. Either say that a character always gets a benefit, or allow players to increase their odds through certain actions (perhaps by the aforementioned additional expenditures of time or money).</p><p></p><p>Second, keep the benefits small, and allow the player to choose what type of benefit he wants for his character. I'm not sure that you need a broad range of benefits; it could be as simple as gaining either 1-2 extra skill points or the choice of one of a small selection of feats. If you want to retain a random aspect to the benefit, allow the player to choose a category of benefit, and then roll randomly within that category.</p><p></p><p>Hmm, I guess that's about all I can think of right now. Hope this helps.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 118430, member: 913"] Personally, I think the effects of training should be more dependent on the amount of time and money a character sinks into it, as well as the quality of the instructor. It might work well to have a base cost and time for training, and every increment above the base that is spent on training can increase the amount of X gained. I think the benefits you have listed are a little too generous. Actually, I'm not really sure why any extra benefit is necessary at all. You could just say that, until a character performs the necessary training, he doesn't get any new class abilities except for Hit Dice, Base Attack Bonus, and Saves. Ie, skills, feats, special class abilities, spells, etc., all require training to access. In addition, the character can't advance to the amount of experience needed to gain the next level until he has completed the training for the current level. However, that's probably not what you're interested in. :) If you are set on providing some sort of benefit for training, I would suggest that you really tone down the benefits available, in addition to decreasing the randomness. The reason would be for balance. Someone who has gone for 8 levels without getting any benefit couldn't help but feel overshadowed by the person who has received, for his last three levels: 1200 xp, a bonus feat, and a +1 to a stat of his/her choice! When you compare the extremes, you can see how the system might affect your game. I have a few recommendations. First, make it so that the chance of a character receiving benefit for training is more within the players' control. Either say that a character always gets a benefit, or allow players to increase their odds through certain actions (perhaps by the aforementioned additional expenditures of time or money). Second, keep the benefits small, and allow the player to choose what type of benefit he wants for his character. I'm not sure that you need a broad range of benefits; it could be as simple as gaining either 1-2 extra skill points or the choice of one of a small selection of feats. If you want to retain a random aspect to the benefit, allow the player to choose a category of benefit, and then roll randomly within that category. Hmm, I guess that's about all I can think of right now. Hope this helps. [/QUOTE]
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