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What to spend your loot on?
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<blockquote data-quote="steeldragons" data-source="post: 6685898" data-attributes="member: 92511"><p>Training.</p><p></p><p>Finding and paying a mentor (let alone getting them to agree to train you in the first place), accommodation/room & board for the requisite downtime [we generally use 1 week per level], travel (perhaps) necessary to locate a worth mentor...For easy calculation I've generally always used...minimum...1000gp per level they are training to. "Want to be 5th level? 5000gp, please." For 5e, I'd knock that down to 100gp/level. </p><p></p><p>This, of course, is all subject to interactive/"negotiating" roleplay, any organizational benefits/detriments, etc... Are you a member of the city's thieves' guild? Ok, half price for you. Are you a member of this clerical order/worship the same god? Half price. A paladin needing to train with a fighter and cleric because there are no paladins [of appropriate level] around instead? Maybe needs to pay double or 150%...or can find a War Cleric of appropriate/matching alignment for normal price. Mages/spellcasters gaining a new level of spell slots maybe, double it...or just tack on a flat extra 500gp (for the new materials, complexity of instruction, etc...) that is necessary for this new level of magical mastery. </p><p></p><p>This, of course, isn't even getting into the possibility/probability/necessity of stronghold building, manning, and upkeep expenses as you get into higher levels...since you'll need somewhere safe/stable to hang out for upwards of 9, 10, 15 weeks while you're training up.</p><p></p><p>Parties that have to train nearly never have "too much" money. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6685898, member: 92511"] Training. Finding and paying a mentor (let alone getting them to agree to train you in the first place), accommodation/room & board for the requisite downtime [we generally use 1 week per level], travel (perhaps) necessary to locate a worth mentor...For easy calculation I've generally always used...minimum...1000gp per level they are training to. "Want to be 5th level? 5000gp, please." For 5e, I'd knock that down to 100gp/level. This, of course, is all subject to interactive/"negotiating" roleplay, any organizational benefits/detriments, etc... Are you a member of the city's thieves' guild? Ok, half price for you. Are you a member of this clerical order/worship the same god? Half price. A paladin needing to train with a fighter and cleric because there are no paladins [of appropriate level] around instead? Maybe needs to pay double or 150%...or can find a War Cleric of appropriate/matching alignment for normal price. Mages/spellcasters gaining a new level of spell slots maybe, double it...or just tack on a flat extra 500gp (for the new materials, complexity of instruction, etc...) that is necessary for this new level of magical mastery. This, of course, isn't even getting into the possibility/probability/necessity of stronghold building, manning, and upkeep expenses as you get into higher levels...since you'll need somewhere safe/stable to hang out for upwards of 9, 10, 15 weeks while you're training up. Parties that have to train nearly never have "too much" money. :] [/QUOTE]
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