Lanefan
Victoria Rules
I like all of it.Honestly, training aside, this sounds a bit like the old school "you only earn xp for what you do" approach instead of the more modern "everyone gets xp at the same rate". In other words, actually use xp; don't give it to absent pcs; don't use milestones or story based advancement; and add training time and cost back in. I like the first half of it, but adding in training time and costs is... ehh... a bit problematic.
Ability score increases should IMO just happen, separate from feats and anything else; on the in-fiction assumption that the character has been working all along to improve that stat and now here's the result. ASIs should also IMO not be on a predictable schedule; instead you roll on each level bump (or equivalent) to see if your stat has gone up on, say, a 25% chance, when it does you don't get to roll next level for that same stat but can begin rolling again the level after. End result: some people will get lucky, some won't.For example, let's say you are going to require one week of downtime to gain a feat. (An arbitrary amount of time, I know.) Does that include ability score increases? When only one pc qualifies to gain a feat, what do the rest do with that time? What if all of them qualify but only one has enough money to pay for the training?
When only one PC needs training, the rest can spend that time doing whatever they want - carousing, info-gathering, treasury division, or even adventuring.
If they can't afford training then they just might have to forego it until they've acquired the funds somehow. Or their trainer(s) might demand a service in payment: "I'll train you now on the binding condition that the next thing you do in the field is task X I heed done", or similar.
That would depend on whether feats/abilities are level-tied or not in the system in use.Are you allowing pcs to gain training in a feat irrespective of whether their level allows it?
The type of things that would use that 250-day guideline would generally be things that could be learned side-along with other activities. For example, someone in the party could slowly teach you a new language over the course of 250 days of other activities e.g. adventuring, travel, etc.I'll also point to the downtime rules for gaining proficiencies, which already exist (250 days, 1 gp/day), though I think by RAW they are only for tools and languages. You could easily adapt them to allow for more skills, weapon and armor proficiencies, and the like- but then, do you care if the pcs take 9 years off to gain proficiency in ten things? How does this compare to just buying/training in a feat for armor proficiency?
Things that need actual training, such as most new abilities, feats, etc., instead require a short period of dedicated time in a safe place (and probably with a professional or more experienced trainer); field activities don't usually allow this.