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[+]Training and Reward, not Assumed Advancement
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<blockquote data-quote="Lanefan" data-source="post: 9248405" data-attributes="member: 29398"><p>I like all of it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Ability score increases should IMO just happen, separate from feats and anything else; on the in-fiction assumption that the character has been working all along to improve that stat and now here's the result. ASIs should also IMO not be on a predictable schedule; instead you roll on each level bump (or equivalent) to see if your stat has gone up on, say, a 25% chance, when it does you don't get to roll next level for that same stat but can begin rolling again the level after. End result: some people will get lucky, some won't.</p><p></p><p>When only one PC needs training, the rest can spend that time doing whatever they want - carousing, info-gathering, treasury division, or even adventuring.</p><p></p><p>If they can't afford training then they just might have to forego it until they've acquired the funds somehow. Or their trainer(s) might demand a service in payment: "I'll train you now on the binding condition that the next thing you do in the field is task X I heed done", or similar.</p><p></p><p>That would depend on whether feats/abilities are level-tied or not in the system in use.</p><p></p><p>The type of things that would use that 250-day guideline would generally be things that could be learned side-along with other activities. For example, someone in the party could slowly teach you a new language over the course of 250 days of other activities e.g. adventuring, travel, etc.</p><p></p><p>Things that need actual training, such as most new abilities, feats, etc., instead require a short period of dedicated time in a safe place (and probably with a professional or more experienced trainer); field activities don't usually allow this.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9248405, member: 29398"] I like all of it. :) Ability score increases should IMO just happen, separate from feats and anything else; on the in-fiction assumption that the character has been working all along to improve that stat and now here's the result. ASIs should also IMO not be on a predictable schedule; instead you roll on each level bump (or equivalent) to see if your stat has gone up on, say, a 25% chance, when it does you don't get to roll next level for that same stat but can begin rolling again the level after. End result: some people will get lucky, some won't. When only one PC needs training, the rest can spend that time doing whatever they want - carousing, info-gathering, treasury division, or even adventuring. If they can't afford training then they just might have to forego it until they've acquired the funds somehow. Or their trainer(s) might demand a service in payment: "I'll train you now on the binding condition that the next thing you do in the field is task X I heed done", or similar. That would depend on whether feats/abilities are level-tied or not in the system in use. The type of things that would use that 250-day guideline would generally be things that could be learned side-along with other activities. For example, someone in the party could slowly teach you a new language over the course of 250 days of other activities e.g. adventuring, travel, etc. Things that need actual training, such as most new abilities, feats, etc., instead require a short period of dedicated time in a safe place (and probably with a professional or more experienced trainer); field activities don't usually allow this. [/QUOTE]
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[+]Training and Reward, not Assumed Advancement
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