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Main / Training

Table of Contents - Chapter 1 - Leveling


Training is needed when a character goes up in level. As each level is reached, several things can happen. In most cases (until high levels are reached) hit points are gained. These are acquired when the experience is earned, without any waiting for training. The increase in THAC0 adjustment is handled in the same way. The fighter’s increase of attacks per round is also done this way.

There are four areas that require training every time they increase.

For both weapon and non-weapon proficiencies the procedure is the same. Any time a new skill is desired it must be taught by a teacher. See the character creation section for a description of what makes a teacher. A teacher can teach any skill that they know, including thief abilities or spell levels. Whenever a character starts training with a teacher a Leadership sub-ability check is made. If it succeeds then the teacher and pupil are compatible and training can commence. If the check fails, the two cannot work together. If the two have previously trained together before the DM may give a modifier to the roll. The only exception to this rule is that characters can always train themselves, whether they are a teacher or not. However they can only increase skills they already know, they cannot learn any new information.

The length of time that it takes to train someone is governed by the Wisdom score (average of the Intuition and Willpower scores) of the teacher. The number of weeks to train is the teacher's Wisdom score subtracted from 19, with a minimum of 1 week. This assumes that the teacher and student spend at least 8 hours a day, 9 days a week practicing the skills needs and with the proper equipment to use such skills. This normally precludes adventuring and training at the same time, as most NPC teachers will not take too well to fighting orcs away from the training grounds. However this does not prevent PCs from training other PCs, as long as certain criteria are met. The first is that the tools of the trade must be present. The second is that training is by definition an activity and interferes with the healing process. Also any wounding causing unconsciousness or prolonged running battles of one day or more interrupt the training process.

Any interruption of the training sessions, while adventuring or in normal circumstances, will extend the time needed to complete the learning process. For every day missed and extra day is added to the end of the training period. This applies only to the first 9 missed days. After this each missed day requires two days of additional work.

Training is not free. The cost is determined by the teacher and can vary greatly from person to person. All costs will be determined by the DM at the beginning of training. However as an average, the cost is 100 GP per week, so an average training costs 700 GP.

Special Cases

Detection proficiencies for dwarves and gnomes do not need training. When a new detection slot is earned it is assigned to the skill most used by the character (DM assisted decision).

For all types of training when a slot or ability is earned it does not need to be immediately filled. Training can wait for an appropriate time. However, only one ability or skill can be trained for at once, even if the same teacher is used for multiple tasks. For example, the same teacher may teach a warrior both long bow and hunting. But it takes one session for long bow and one for hunting. For any skill that requires more than one slot some additional time is required. It takes one extra week for each slot above one. For example Weaponsmithing takes an additional two weeks to learn.

For thieves (rogues), mages, and priests there are three additions to the above rules.

First, training must occur each time a new ability level is reached. For a thief to increase his or her thief special abilities this means training at every new level. For mages and priests this means training for 2nd, 3rd, 4th, and 5th level spells. This is learning how to cast at the increased level, not new spells, that is covered in the chapter on magic. After the character has reached “name” level the need for a teacher passes, the character can train themselves from then on. This is at 11th level for mages, and 10th level for priests and thieves. Of special note here is the priest’s special powers such as Turning Undead. These are god granted powers that need no prior training.

The second difference is finding a teacher. Most thieves do not advertise their business openly and so player characters will find it hard to find a suitable teacher. Thieves can always train themselves, but a couple of restrictions apply. The first is they can only teach themselves a maximum of 10 points in any one skill during one training. The second is they can only teach themselves a skill they already have a skill level they have trained at least 15 points in (not base scores). This will mean having a professional teach the thief the basics, then the thief continuing from there. Also thieves must train in blocks of 30 points (15 points for bards). Points cannot be carried over from level to level in smaller blocks.

Mages have a similar problem to thieves in regards to finding a teacher. Most mages are reserved and do not take well to intrusions. There are a few schools that will take outsiders for a price, but these are few and far between.

Priests have a different problem. They may find many temples that will train priests, but Gods do not look kindly on using a foreign god versus staying in the fold. So the priest may look far and wide to find a temple to the appropriate god that has a high enough ranking teacher to train him or her. This is not to say that a priest will only train within their own priesthood, but some sort of penance will probably be required if training is done elsewhere.

The third difference is the cost. The price a teacher will charge varies wildly in these three cases. For example, a priest may receive “free” training at his home temple, only to be sent out on a quest shortly afterwards. A mage might find a kindly hermit to train her, but only after a vital ingredient for an obscure purpose is acquired. A thief might choose to join a guild to insure a place to train, but then must return there each time. Joining more than one guild is frowned upon by most, and can lead to retribution from the offended parties.

The players keep track of which characters need training here