Training

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Thoom
Hlobane Orc
Posts: 122
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Training

Post by Thoom »

This has perhaps been discussed at length before (I'm no good at searching forums, I did try but didn't come up with anything).

What do you use as rules when characters have earned enough experience to gain a level? For those who use training, what are your house rules? How long is training, 1 week per level? How much does it cost? Who can train the character, someone with 3 more levels than the trainee?

Thanks!

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Go0gleplex
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Re: Training

Post by Go0gleplex »

Depends on the game and story involved. I've ignored training for the most part in some games and in others used the 1 week/level costing 100gp/level. Usually it depended on how bogged down the game might get in spending that "time" away from the storyline events.
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obatron
Ungern
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Re: Training

Post by obatron »

My house rules around training and leveling:

-- Mages learn new spells by making an IQ check, failure means they must spend 1/2 the time again to learn the spell. (modified optional rule)

-- Players must train according to the book at the cost of 100gp/week of training (includes room and board) and must be from a relevant classed person of higher level, players can train one another, but then very good room and board must be obtained for both (can not cheap out during this period) at standard costs, figure Lodging, Good Inn, Tavern Meal Good, Plus whatever the characters drink. Mages can choose any new spell they want. (House Rule)

-- Player's may opt to skip training and level immediately at the expense of 100xp*new level. For mages, this means they can take a scroll and "learn it immediately without the IQ roll, but will still have to take time to write it in the book and must have the materials on hand to do so. They do not get to pick a spell out of the book. (House Rule)


I've also modified XP awards as part of this:

-- Doubling XP given

-- XP for magic items is now split between the party members present.

-- NPCs traveling with the party (i.e. hirelings and henchmen) get 1/2 the XP the party members earn but does not reduce the player's XP pool

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AGNKim
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Re: Training

Post by AGNKim »

Here's my house rule:

Leveling
A player advances in level by meeting three requirements: obtaining the requisite amount of experience points as dictated by the C&C PHB, finding a suitable trainer and paying the required cost. A suitable trainer can be found in almost every town, but only in towns (with few exceptions). The cost to advance in level is (Level obtained x 10gp). For instance, advancing to level 2 will cost 20gp. The time required to advance to the next level is negligible until 7th level. Starting at 7th level, the player must spend one day in town for each level he has obtained. In other words, a player advancing to 7th level must spend at least 7 days in town. Also, beginning at 7th level, it may become more difficult to find a suitable trainer, especially in smaller towns. At higher levels, finding a suitable trainer may become an adventure in itself.

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Tadhg
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Re: Training

Post by Tadhg »

Btb so far to 4th level for our group. May decide to relax the number of weeks to not necessarily have to match the PC's lvl.

:)
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zarathustra
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Re: Training

Post by zarathustra »

My houserules on the topic.

First three levels are instant "Freebies", reflective of your burgeoning confidence and new-found experience.

After that, the curve slows and the real slog of improving your skills begins and training/levelling is as PHB says.
Also, if suitable aid or inspiration is at hand- this may be anything from a treatise on swordplay, a suitable trainer, a great library to browse, a laboratory, a new magic instrument etc.- then training time may be halved.

There is no set expense for hiring trainers and the like (nor does a PC need one) it will be role- played.


● Arcane casters chance to learn/research a new spell is done via a save versus arcane magic, with the spells level as the CL. If this check is failed, a magic user cannot attempt to learn that spell again unless he finds it from another source.

● Maximum # of spells known per level for Arcane casters is: 9 + intelligence modifier - spell level.

cleaverthepit
Ulthal
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Re: Training

Post by cleaverthepit »

Here is one method I have tried, to limited success.

One can earn 10xp a day while in training if being trained by a person 1 level higher and, at least 12 hours of that day is devoted to training.
The person training can only convey 1/2 the xp of their previous level in training or the xp of the level needed for the level they currently have. So a 2nd level fighter can only train up to 1000 points of experience.

The amount of xp earned a day changes with the level variation.
1-10xp
2-20
3-30
4-40
5-50
6-60
7-70
8-80
9-90
10-100

So lets assume an 11th level fighter is training a 1st level fighter. 11-1 = 10. The 11th level can train 100xp a day and can train 375,000xp.
In 21 days the 1st level becomes a 2nd level.

the training per day goes to 90
In 23 days the 2nd level becomes 3rd

then to 80
in 57 days up to 4th

then to 70
122 days to 5th

at this point, 223 days of training pass and the character has attained 5th level. Or roughly 7.5 months

then to 60
366 days - 1 year

then to 50
700 days - a little under 2 years

then to 40
1875 days - 5.years 2 moths or so

then to 30
3333 days
9 years or so

In roughly 18 years of training, an 11th level fighter could train someone up to 9th level

Cost is 1gp per day times the level of the trainer - do the math

serleran
Mogrl
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Re: Training

Post by serleran »

I make training optional. If a player decides to train, they can gain advantages aside from the normal "ding" for achieving that goal such as a reroll on Hit Points gained or something specific to their character such as a new spell or whatever may be appropriate at the time. I also allow immediate leveling where the natural benefits (that is, Hit Points, attack and save bonuses, and other things I feel make sense such as improvement of constant-use abilities) happen regardless of training -- it is needed only for those odd things which would seem unusual to automagically gain.

Anyway, rules for training are not that severe -- have to find someone who knows what you're trying to learn (duh) and that's the hard part, especially if you're evil or of a deceitful kind. They do not have to be more powerful than you... they just have to have what you do not. And then it takes time, money, and something else. Or, you can skip it and just wait for the remainder abilities to kick on their own which usually takes about twice as long as the level did (so, if you took 6 sessions to level, anything that did not improve will do so after 12 more.)

Then again, I also do not use XP and base levels on "goals" like "attain 5,000 GP in treasure" or "find out why Brother Lipshitz has a dark spot on his soul..." based on player discussions and things in the campaign.

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GameOgre
Ulthal
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Re: Training

Post by GameOgre »

I love to use hard rules for training like 1 week per level and 100 gold per level.

At the same time I normally do not use training unless running a less story driven sandbox type game.

It just all depends on the type of game im running.

Just Jeff
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Re: Training

Post by Just Jeff »

Once upon a time I played in an AD&D campaign with a house rule I haven't seen since. Leveling up required some minimal amount of time in self-training, but instead of receiving XP for treasure gained, we received XP for money spent on training with someone more skilled. This added an interesting tension between wealth and skill.

Thoom
Hlobane Orc
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Re: Training

Post by Thoom »

Thanks everyone for your input, it's interesting to see what people do.

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