Never needed it to sop up gold, and as we didn't give xp for gold never had a run away leveling. ![]() Not that we ever did the whole training thing in AD&D anyway. If doing D&D type leveling not sure would require any training and let you level whenever, as the accumulation of xp is the training. ![]() I use a different approach to PC improvement then D&D. Some leveling up requires the PCs to perform a certain task, dead etc. Most sessions start off with players spending xp to improve, unless we were in the middle of action. I generally give xp at the end of the session or the beginning of the next session. Even finding treasure might give characters XP (just not an amount equal to gold value) if finding that treasure was an important mission objective, or getting to its location involved some type of challenge. Every rock you turn gives you XP if turning that rock was meaningful somehow. I do give XP for absolutely everything, however. knowledge/new understanding) so forcing PCs to train feels like a double requirement. And I'm not a fan of training to level, cuz it complicates things and feels a bit redundant, considering that XP is already supposed to represent gaining "experience" (i.e. I also HATE the notion of XP for Gold and consider it silly and redundant, considering that treasure is already its own reward by virtue of being TREASURE. Plus it also causes problems for characters with unequal amounts of participation in the campaign, if not everyone in the group plays regularly or whatever. A partial award still feels like something, but telling players "Wait till I feel like you've done enough to deserve to level (milestones)", means that clever plans or special achievements from side stuff earns them nothing, unless there's treasure involved. I tend to track XP cuz I kinda like the feel of characters working their way through levels, or more precisely of "earning" something for their accomplishments, even if they haven't done enough yet to warrant a whole level up. If you want downtime to be a part of the campaign then make it as interesting as the adventure itself. ![]() So my advice is to think of why you want training time part of a campaign. I do charge a cost of living expanse but beyond 3rd level it ceases to be a factor. I don't need a way to siphon off the player's gold because there already reasons to spend their gold between the time they explore. In short players are always adventuring i.e. The approach I opted for is to make the time between "adventures" as interesting as the adventures themselves. Training time on the other hand is there to act as a reason for spending gold and as a time sink in campaigns with dozens of players coming and going. ![]() Also AiME has a bunch of beneficial things that can happen during downtime so the players generally is further ahead. So if you want to continue to adventure in the long haul, you need to take some downtime. It is part of the setting, and you gain it just what you normally do while adventuring in MIddle Earth. Think of Shadow is something like insanity in Call of Cthulhu. It works in Adventures in Middle Earth because there are bunch of way to gain Shadow and downtime is the only effective way of getting rid of it. So any type of downtime is viewed as negative due to how I run my campaign. Or anything unnecessary to delay their plans. Click to expand.So the problem I had to wrestle is that when the players get going and start trashing the setting, they really don't want to give their opposition any breathing space.
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