Bracton wrote:Ah yes, the training rules in the DMG. BITD (at this point, over 25 years ago), as a DM I tended to be a rules lawyer, and since it was in the DMG, it was law.And that was the end of my use of the "pay for training rules".
bbarsh wrote:Our group had several DMs and one of the guys decided he would use the training rules. Too bad this particular DM was also the stingiest DM on planet earth. Treasure was always at a premium and dead PCs were not. On the rare occassion we laid our hands on a magic item, we generally had to sell it to help pay for training. You see where this is going...By the time we hit lower mid-level, say 3-4 and started running into those pesky monsters that require our PCs to actually have a magic weapon, guess what...no dice. Slaughter city. Then our jovial DM actually has the balls to wonder why we got slaughtered and hit us with comments like, "You guys really messed up that encounter." or. "You should have run away." Nevermind, defeating said wights was the entire point of the scenario.Sure, kinda difficult to go toe to toe with a few wights when the only character with a magic weapon is our magic user who has that ripper of a +1 dagger. Training. Sucked.
bbarsh wrote:Mike- I agree. For the most part, I was one of the primary DMs. I generally preferred to DM - call it a sickness...The other problem I had with training was the timing. Every character class generally advances at a different pace. Those damn thieves seem go up a level every time an orc goes down. In general, characters are going up levels at inopportune times (as far as training goes). Inevitably, certain character classes are always behind the others and they often start an adventure at a lower level than most of their comrades. Not too many players want to stop an adventure in mid-stream so Mr. Paladin or Wizard can go off and train. Then we have the whole geographic problem. I don's seem to remember a whole lot of training stations laying around as the PCs roll through the GDQ series. Training as concept may make some sense, but logisticly, in most campaigns, it is at best a pain in the a.. and more likely impossible to implement with even a splinter of common sense.
The other problem I had with training was the timing. Every character class generally advances at a different pace. Those damn thieves seem go up a level every time an orc goes down. In general, characters are going up levels at inopportune times (as far as training goes). Inevitably, certain character classes are always behind the others and they often start an adventure at a lower level than most of their comrades. Not too many players want to stop an adventure in mid-stream so Mr. Paladin or Wizard can go off and train.
Then we have the whole geographic problem. I don's seem to remember a whole lot of training stations laying around as the PCs roll through the GDQ series.