Downtime Instruction | Gnome Stew

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Man in front of chalkboard

As numerous of my close circle of mates know, I was late to play the fifth edition of the world’s greatest part playing game. It is a extended story, but the fourth edition of the game burned me badly sufficient, I didn’t want to danger my time, power, and funds on the subsequent version. I have to admit that I regret this delay due to the fact I’ve been operating a game of fifth edition for the previous couple of months, and it is been extremely enjoyable. Even so, this is not a overview or commentary on fifth edition, but I did want to set the stage.

I have for expanding the “Training to Obtain Levels” ideas in the Dungeon Master’s Guide, and I believed I’d drop them right here for your consideration, consumption, and doable commentary. So right here goes with the brainstorming….

 I’ve under no circumstances been a large fan of “trapping” an individual at their present level. 

The “Training to Obtain Levels” section of the DMG has a quite short segment on web page 131 concerning an optional method at coaching to level up. I’m glad they produced it optional due to the fact I’ve under no circumstances been a large fan of “trapping” an individual at their present level till they leave the adventure behind, uncover a nearby city, track down an individual improved than them, and train for a particular period of time just before they can leverage what they’ve currently discovered “on the job” or “in the field.” It just does not appear fair or ideal. It also interrupts the flow of the storytelling due to the fact players want (or even have to have) their characters to be as cool and effective as doable although operating by way of the storyline.

Xanathar’s Guide to Every little thing expands on the thought of coaching to let a character to understand a language or choose up a proficiency with a tool. That is an fantastic expansion of the coaching idea, and I like it rather a bit. I’ll even go on record to state that I appreciate this style of coaching due to the fact it improves the character by “spending” some downtime moments on it.

I am a fan of is coaching to acquire knowledge points.

In the level-primarily based coaching, what I am a fan of is coaching to acquire knowledge points. These XP can, definitely, trigger a “level up” moment if sufficient XP is acquire. That is exactly where my ideas and concepts come into play. If a player merely does not have something to do with their character through a downtime segment, then I do not thoughts if they run off to a trainer, specialist, mentor, or some such to commit a downtime segment (and some gold) to earn a couple of XP.

Basing my chart on the 1 located in the DMG, here’s my proposal:

Existing Level

Downtime Segments

Instruction Expense

XP Obtain

1-four

1

20 gp

100 XP

five-10

two

40 gp

1250 XP

11-16

three

60 gp

two,500 XP

17-20

four

80 gp

six,500 XP

This also assumes the Computer can track down an individual improved than them to do the teaching. As the character reaches greater tiers of play, this will come to be much more hard. I’m going to leverage the rarity technique from the DMG for magic things, and state that trainers are going to be widespread, uncommon, uncommon, or quite uncommon. The much more hard the trainer is to uncover may lead to side quests to uncover the trainer, or even downtime and gold spent to uncover the trainer. I’m going to throw out an optional table right here for my optional ruleset of coaching. This 1 pertains to locating the trainer.

Existing Level

Rarity

Downtime Segments

Locating Expense

1-four

Frequent

(Automatic)

gp

five-10

Uncommon

1

20 gp

11-16

Uncommon

two

40 gp

17-20

Really Uncommon

three

60 gp

The above table shows extended it would take to uncover a trainer and how considerably in expense it would take in bribes and other costs to track down the trainer. I’d also advocate an individual who is flush with liquid funds to commit much more than the base “finding cost” to minimize the downtime segments, so they can uncover their trainer more rapidly. How this plays out in your game is whole up to you.

 I’m totally conscious that this may well produce a celebration imbalance. 

I’m totally conscious that this may well produce a celebration imbalance to some extent due to the fact this may well let 1 character to acquire 1 level much more than the rest of the celebration, but they’ll also be behind the other characters in gold, renown, social contacts, and so on. I assume it will even out in the extended run due to the fact the XP gains from coaching that I’m proposing are not that intense and will not let the greater level Computer to stay at that greater plateau for as well extended.

These are my concepts and approaches on coaching to acquire knowledge points in fifth edition. See any gaps in the proposal? How about some concepts to use or strengthen on the idea? Let me know!

This post is brought to you by our fantastic patron Suzanne Cabral, supporting us considering the fact that August 2016! Thanks for assisting us preserve the stew fires going!

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