Having beaten The Evil that Stirred Uneasily, Bob the fighter enters town and, wanting to try something new after spending the last adventure stabbing, decides to learn how to cast a few spells or how to creep around stealthily or even how to fight differently. But how?
How can the DM allow a PC to learn things outside of the normal leveling-up process through training without unbalancing the game? Further, how can such training occur without boring the other players?
One of the concepts I like is that in fiction protagonists often must train to improve their skills. They have to track down the right teacher, the teacher gives them quests to prove they're worthy, their new training lets them defeat the bad guy they couldn't defeat before, and so on.
But in a role-playing game, there are problems with this:
- PCs will cross-train each other with skills and abilities they already have, making all the characters the same.
- PC are constantly running from place to place to get trained rather than having adventures.
- PCs serious about the process will hire trainers to tag along and train them on the road (so no adventures at school and the like).
- PCs not so serious about the process will try to fake it with books or wishes or whatever to circumvent the process.
I want to make training a viable option and showcase training without bogging down the gameplay and without destroying the already precarious balance inherent in the system. I was thinking that training should provide NPCs that give quests and information, but also give PCs something to do with their downtime between adventures and a way to spend their treasure that isn't on just another magic trinket that grants an additional +1 on their Profession (murderhobo) skill checks.