I just started using training rules for the first time and like the results.
One aspect about training not mentioned yet is the passage of game time. IMO, this is an important piece of realism. PC's power up unbelievably fast without training unless they do a lot of traveling. I'm pretty conservative with XP (about one level every 4-5 sessions); even so, I've had PC's gain two levels in less than a month of game time before I instituted training.
I have been allowing my players to level up on the fly also.
So far, IMC, my PCs have not had to struggle with too much money.
I do like the passage of time for training and think the groups should have down time noted for such things. It doesn't have to be table time though nor does it need to be mid adventure.
If the PCs need to hire someone to help train them because they can not find the means by themselves, it will cost a bit. Example, a fighter wanting to learn a new weapon or a mage gaining new spells.
So far, as long as the PC can justify his character has been practicing/learning the weapon or non-weapon proficiency they want to add, I will let them add it. Example, the fighter that has been carting around and practicing & fighting periodically with a new weapon or the mage that has been going crosseyed trying to learn a new spell from a scroll or the thief that has been learning gem cutting from his fellow dwarf adventurer (assuming he has aquired some tools).
Just to semi-necro this.... ;)
What I plan on doing for my next 1e campaign, which will start this Sunday, is making training Optional. The PLAYER can decide if they want to train for a just-gained level or not. The benefit to training will be "average or +1" for anything; MU/Ill. will get an extra spell learned (so, 2 new ones and not just 1). Hit Points will be at least average, or +1 if maximum is rolled. Etc..etc..etc.
Anyway, bottom line, if you pay for training, you get "better than average" benefits compared to someone who didn't. _________________ ^_^<br /><br />Paul L. Ming<br />
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