Characters
must train for their first few levels. I
generally decide this on the fly but a die roll could be used if needed. Usually the first three levels are definitely
training levels, sometimes I enforce it up to 5th level. If you are desperate to know when you no
longer need to train, we can roll a die to determine it, 1d3+2. This could hurt as it would be binding on
your character when we roll it.
To train, a character must have a
tutor or instructor. This tutor must be of the same class and higher level than
the one the character is training for. Thus, a 7th-level fighter training for
8th-level must be taught by a 9th-level or higher fighter. The tutor must also
know the appropriate things. Fighters specialized in a given weapon must find a
tutor also specialized in that weapon. Mages seeking to study a particular
spell must find a tutor who knows that spell. A thief seeking to improve his
lockpicking must find a higher-level tutor more accomplished in lockpicking.
Since not all characters are suited to
instructing others, any player character who attempts to train another must
make both a Wisdom check and a Charisma check. If the Wisdom check is passed,
the player character possesses the patience and insight to nurture the student.
If the Charisma check is passed, the character also has the wit, firmness, and
authority needed to impress the lessons on the student. If either check is
failed, that character is close, but just not a teacher. If both checks are
failed, the character has absolutely no aptitude for teaching. Alternatively,
the DM can dispense with the die rolls and rule for each player character,
based on his knowledge of that character's personality. It is assumed that all
NPC tutors have successfully passed these checks.
Second, the character must pay the
tutor. There is no set amount for this. The tutor will charge what he thinks he
can get away with, based on either greed or reputation. The exact cost must be
worked out between player character and tutor, but an average of 100 gp per
level per week is not uncommon.
Finally, the player character must
spend time in training. The amount of time required depends on the instructor's
Wisdom. Subtract the Wisdom score from 19. This is the minimum number of weeks
the player character must spend in training--it takes his instructor this long
to go through all the lessons and drills. At the end of this time, the player
character makes an Intelligence or Wisdom check, whichever is higher.
If the check is successful, the
lessons have been learned and the character can advance in level. If the check
is failed, the character must spend another week in training. At the end of
this time, another check is made, with a +1 applied to the character's
Intelligence or Wisdom score. The results are the same as above, with each
additional week spent in training giving another +1 to the character's ability
score. This +1 is for the purpose of determining the success or failure of the
check only. It is not permanent or recorded.
One
obvious result of the training system is the development of different academies
that specialize in training different character classes. Because of their
importance in the adventuring community, these academies can become quite
powerful in the lives of the player characters. Imagine the disastrous effect
should one of the player characters be blacklisted by his appropriate academy.
Although the DM should not abuse such power, the player characters should treat
such institutions with care and respect.
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