Do any of you skim 12K a year off the top of all your 10th level characters? I'd love to hear how that goes over.
- Wheggi
...living a monkish existence.
Pretty badly once the training rules are taken into account, as the cost of training (over the first half dozen or so levels) generally necessitates more treasure accumulation than the experience point value it is worth (assuming a 1:1 ratio of EP to GP). There are also some pretty big assumptions you have to make about time taken to reach level X, but what the 100 GP per month things really does is motivate players to get out on the next adventure as quickly as possible.Wheggi wrote: I like to think that Gygax sat down with a big-assed 1970's style calculator and compared the rate of treasure earned (namely, the Treasure type table) with the deductions he put into the system. Has anyone ever spent the time to go through a couple levels, adding up the treasure earned and subtracting the imposed costs? It would be interesting to see how that all checks out.
This, pretty much. The idea of both this rule and the training rules were to keep players active and hungry and not idly resting on their laurels with a huge hoard of gold -- that, like Conan or Kothar or Fafhrd and the Gray Mouser, even when they win a huge treasure at the end of one story, by the beginning of the next one a couple months later they're inevitably broke again and looking for the next big score. As long as the players maintain that proper attitude -- being basically indifferent to their gold except as a means of keeping score and always up for new adventures -- it doesn't matter how much they're actually spending and if it's less (or more) than the rules dictate. But when one of the players gets miserly and starts wanting to spend the game staying in town managing his investments rather than adventuring, then the DM is empowered with a couple BtB rules to help drain his accounts and get him out adventuring again.Solinor wrote:I imagine many of these rules were put in the book to empower the DM against rules lawyers or troublesome players. Perhaps something BtB the DM can leverage to use as a club?
Hat-tip to Solinor for beginning this train of thought, but a very nice interpretation Foster. Thanks for the insight.it doesn't matter how much they're actually spending and if it's less (or more) than the rules dictate. But when one of the players gets miserly and starts wanting to spend the game staying in town managing his investments rather than adventuring, then the DM is empowered with a couple BtB rules to help drain his accounts and get him out adventuring again.
Amazing how rules like this suggest the Sword & Sorcery roots of the game.like Conan or Kothar or Fafhrd and the Gray Mouser, even when they win a huge treasure at the end of one story, by the beginning of the next one a couple months later they're inevitably broke again and looking for the next big score.
In my experience, this really isn't a problem.Matthew wrote:Pretty badly once the training rules are taken into account, as the cost of training (over the first half dozen or so levels) generally necessitates more treasure accumulation than the experience point value it is worth (assuming a 1:1 ratio of EP to GP).
Yes, but the point is that the 100 GP per level living costs are on top of what is already a significant drain on party resources. If a party composed of two fighters, two thieves, a cleric, and a magician reach 2,500 EP from 15,000 GP, their total training costs will be no less than 12,000 GP, leaving each 500 GP net gain, probably less if training was in any way staggered or any of them got less than an excellent performance rating. I am not saying it is unworkable, mind, only that there is no mathematical formula in play here on Gygax's part that will yield a specific relationship between treasure gained and support costs, they are just ballpark figures being thrown around.Guy Fullerton wrote: In my experience, this really isn't a problem.
A cooperative party should have no trouble pooling resources to pay for each constituent member's "by-the-book" training costs when the time comes, because it's rare that many members of the party gets enough experience to qualify for the next level simultaneously.
Only in really extreme experiences (several party members each needing 3-4 weeks to train), or an uncooperative party where individual characters have a dearth of liquidatable magic items, must a character go adventuring simply to acquire the funds to train (without being able to gain additional xp, of course). And in those cases, I think the effects of the system are quite desirable.
It is at the option of the game master that the NPC tutor might accept some combination of gold and service.T. Foster wrote: IIRC it's BTB that training costs (and NPC spellcaster costs) can be paid in service instead of cash, so the low-level thief or cleric (the classes most likely not to have enough cash to pay for their training) doesn't necessarily have to go into hock or "waste" an extra adventure in order to score the necessary cash, he just has to owe a favour or service to the local guild or temple (i.e. they get to send him on a mission).