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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Leveling vs. Training
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<blockquote data-quote="Orius" data-source="post: 8869601" data-attributes="member: 8863"><p>The real problem with training is that it was meant as a fix for the money characters built up due to XP for gp, but it just added another complication onto the game. XP for gp itself wasn't the problem, it was how much XP was needed to advance. XP generally doubled every level until plateauing at name level. The fighter for example needs 250,000 XP for level 9 (220,000 in D&D), and 75% of that was expected to come from treasure. 187,500 gp is a LOT of cash to hand out out. Now things vary a little depending on edition, 1e for example awards some of that treasure from magic items, while 2e mage XP for gp optional, and shifts XP gain to other sources.</p><p></p><p>In any case, the amount of XP itself is irrelevant, it's the rate of XP gain that really matters. The amounts on the XP tables are arbitrary. Really the XP totals could have been lower, and the amount of treasure reduced as long as the campaign advanced at the desired pace. 3e finally approached XP in this way, and the XP gain is structured around the intended rate of advancement.</p><p></p><p>So yes, training was very much a way of sucking all that excess money out of the game. At least with 1e, training was only required until name level because at that point, maintaining a stronghold and army was the big money sink. 2e messed up things by always requiring a trainer of a higher level, but the rules at least were optional.</p><p></p><p>I did use some training in 3e to learn new skills and feats. Improving a skill didn't require training, and there were a small number of feats that didn't require training. Also, the campaign's home base had trainers for the PHB feats, but anything outside that the PCs would have to travel somewhere else to learn. This was used to control access to non core material.</p></blockquote><p></p>
[QUOTE="Orius, post: 8869601, member: 8863"] The real problem with training is that it was meant as a fix for the money characters built up due to XP for gp, but it just added another complication onto the game. XP for gp itself wasn't the problem, it was how much XP was needed to advance. XP generally doubled every level until plateauing at name level. The fighter for example needs 250,000 XP for level 9 (220,000 in D&D), and 75% of that was expected to come from treasure. 187,500 gp is a LOT of cash to hand out out. Now things vary a little depending on edition, 1e for example awards some of that treasure from magic items, while 2e mage XP for gp optional, and shifts XP gain to other sources. In any case, the amount of XP itself is irrelevant, it's the rate of XP gain that really matters. The amounts on the XP tables are arbitrary. Really the XP totals could have been lower, and the amount of treasure reduced as long as the campaign advanced at the desired pace. 3e finally approached XP in this way, and the XP gain is structured around the intended rate of advancement. So yes, training was very much a way of sucking all that excess money out of the game. At least with 1e, training was only required until name level because at that point, maintaining a stronghold and army was the big money sink. 2e messed up things by always requiring a trainer of a higher level, but the rules at least were optional. I did use some training in 3e to learn new skills and feats. Improving a skill didn't require training, and there were a small number of feats that didn't require training. Also, the campaign's home base had trainers for the PHB feats, but anything outside that the PCs would have to travel somewhere else to learn. This was used to control access to non core material. [/QUOTE]
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