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Worlds of Design: Leveling vs. Training
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<blockquote data-quote="R_Chance" data-source="post: 8862489" data-attributes="member: 55149"><p>In a system with dual requirements to level up (you need experience points and training), the best way was, imho, to have them able to "pre-spend" the money needed for training to level up (and burn the necessary time). In our games no one instantly levelled up. It took time and you were accumulating GP the entire time. When you know how much it's going to cost for training to level up you can start spending before you hit the experience needed to level up. If they wanted to wait, they could spend it after they met the XP requirement, but players want to level up as quickly as possible. This forces players to plan ahead. I was familiar with Arneson's system from the Judges Guild "First fantasy Campaign". It was a good way to burn money, but I preferred to tie it to training. You could alter the time required by hiring / finding a tutor / master or do it slower by "self-improvement". It took the same amount of money either way, but you could short cut the time needed by spending a lot of money on a master to train you (if you could find one). Eventually I fell off the training wagon as a DM, but this worked for a while and made sense (to me anyway).</p></blockquote><p></p>
[QUOTE="R_Chance, post: 8862489, member: 55149"] In a system with dual requirements to level up (you need experience points and training), the best way was, imho, to have them able to "pre-spend" the money needed for training to level up (and burn the necessary time). In our games no one instantly levelled up. It took time and you were accumulating GP the entire time. When you know how much it's going to cost for training to level up you can start spending before you hit the experience needed to level up. If they wanted to wait, they could spend it after they met the XP requirement, but players want to level up as quickly as possible. This forces players to plan ahead. I was familiar with Arneson's system from the Judges Guild "First fantasy Campaign". It was a good way to burn money, but I preferred to tie it to training. You could alter the time required by hiring / finding a tutor / master or do it slower by "self-improvement". It took the same amount of money either way, but you could short cut the time needed by spending a lot of money on a master to train you (if you could find one). Eventually I fell off the training wagon as a DM, but this worked for a while and made sense (to me anyway). [/QUOTE]
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