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Worlds of Design: Leveling vs. Training
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<blockquote data-quote="Alzrius" data-source="post: 8862241" data-attributes="member: 8461"><p>I'm not sure that I agree with this. Gygaxian-style adventuring always seemed to be very inspired by the pulps, which had characters who were often <a href="https://grognardia.blogspot.com/2008/10/picaro-and-story-of-d.html" target="_blank">"rogues on the make"</a> as it were. While not venal or selfish to the point of villainy, they were often individuals who were "in it" for the promise of a big payoff (though they often had an inner goodness that compelled them to act nobly in the face of injustice).</p><p></p><p>Now, that's not the case for all characters, of course. Clerics, paladins, and similar individuals were designed to be of a more noble pursuit. But even then, the need for money was still present, even if those characters didn't desire it for selfish purposes. Paladins weren't expected to ignore wealth, for instance; they simply had to donate it once they'd acquired it. Questing to find a large payout so as to save an orphanage that was going bankrupt was certainly acceptable, even if not quite what most players think of when they imagine a heroic knight.</p><p></p><p>On a more general note, I personally liked the training idea because it struck me as the natural counterpoint to the "XP for GP" rule of gaining experience. The PCs gain experience from acquiring treasure, but then the treasure has to <em>go</em> somewhere, otherwise you end up with the "piles of useless gold" problem that you hear about in 5E (all the more so since magic items were constructed with exotic ingredients, rather than gold expenditure).</p><p></p><p>Training, which further helped to model how the PCs gained new knowledge besides on-the-job learning (which is often unsatisfying anyway; if a rogue doesn't pick any pockets over the course of gaining a level, why does his pick pockets percentage chance go up? Because a senior rogue trained him), answers that nicely. The PCs are once again lacking in both the necessary gold and XP to reach the next level, so now have an in-game and meta-game reason to go adventuring again.</p><p></p><p>Well, since the gods themselves have class levels, I'd say that they were the "original" trainers for the first mortals who needed help leveling up (though I suppose that has the awkward question of why the gods would want to be paid to help those first mortals develop their skills).</p></blockquote><p></p>
[QUOTE="Alzrius, post: 8862241, member: 8461"] I'm not sure that I agree with this. Gygaxian-style adventuring always seemed to be very inspired by the pulps, which had characters who were often [URL='https://grognardia.blogspot.com/2008/10/picaro-and-story-of-d.html']"rogues on the make"[/URL] as it were. While not venal or selfish to the point of villainy, they were often individuals who were "in it" for the promise of a big payoff (though they often had an inner goodness that compelled them to act nobly in the face of injustice). Now, that's not the case for all characters, of course. Clerics, paladins, and similar individuals were designed to be of a more noble pursuit. But even then, the need for money was still present, even if those characters didn't desire it for selfish purposes. Paladins weren't expected to ignore wealth, for instance; they simply had to donate it once they'd acquired it. Questing to find a large payout so as to save an orphanage that was going bankrupt was certainly acceptable, even if not quite what most players think of when they imagine a heroic knight. On a more general note, I personally liked the training idea because it struck me as the natural counterpoint to the "XP for GP" rule of gaining experience. The PCs gain experience from acquiring treasure, but then the treasure has to [I]go[/I] somewhere, otherwise you end up with the "piles of useless gold" problem that you hear about in 5E (all the more so since magic items were constructed with exotic ingredients, rather than gold expenditure). Training, which further helped to model how the PCs gained new knowledge besides on-the-job learning (which is often unsatisfying anyway; if a rogue doesn't pick any pockets over the course of gaining a level, why does his pick pockets percentage chance go up? Because a senior rogue trained him), answers that nicely. The PCs are once again lacking in both the necessary gold and XP to reach the next level, so now have an in-game and meta-game reason to go adventuring again. Well, since the gods themselves have class levels, I'd say that they were the "original" trainers for the first mortals who needed help leveling up (though I suppose that has the awkward question of why the gods would want to be paid to help those first mortals develop their skills). [/QUOTE]
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