From: jimv@ucrmath.ucr.edu (jim vassilakos)
Newsgroups: rec.games.frp.dnd
Subject: New Rules on AD&D1 Level Advancement
Date: 14 Oct 92 22:48:00 GMT
Organization: University of California, Riverside


Here's a little something I wrote up at the request of one of my players.
It assumes the Divlantian Magic System (available on potemkin). I'm sure
my players will have all sorts of problems with it (don't they always?),
so feel free to send me some unbiased opinions on what YOU think. If
there's a lot of response, I'll try to answer it all in a follow-up.
Now donning flame-proof armor....


New Rules for AD&Dv1 Level Advancement
Jim Vassilakos  -  October 1992


Training Facilities

Code Description  Prob  Cost  Pay  Hire  MaxLvl  Notes
----------------------------------------------------------------
 A   Excellent     95%  3000   10   25%   12/15  L,F,N,A,H,P,M,R
 B   Good          33%  1000    5   50%    9/12  L,F,N,A,H,P
 C   Fair          16%   500    2   75%     6/9  L,F,N
 D   Poor          10%   200    1  100%     3/6
 E   Tutor          3%
 X   Self-training  1%

Prob: The cumulative weekly probability that character advances
in level. Automatic failure results on a roll of 96-00 on the
percentile dice. On a roll of 00, the character is severely hurt
during the course of training and requires regeneration. Code "A"
& "B" facilities will perform it in-house at no cost. Code "C"
facilities don't have regeneration in-house, but will pay for it
nonetheless, though the character will be in pain for some time
and will be delayed from training for d4 weeks. Code "D"
facilities will often (50%) kick such badly wounded characters
out on the streets, usually (75%) refunding the character's
money. Even if there is a standing policy against this sort of
behavior, it is not always adhered to, and only rarely (25%
modified by connections and social class) will the law intervene
on a character's behalf.
   Spellcasters have the added disadvantage that they must make
wisdom & intelligence checks to actually confirm that they have
gained a level. If either of these fail, then treat the weekly
percentile roll as having failed. A roll of "20" on either check
indicates that the character is dismissed from his studies. ("Hit
the road kid, you aren't even close to ready yet.") 

Cost: The average weekly cost in gold pieces per level of
applicant. For spellcasters, double the base cost given in the
table.

Pay: If hired, the average wages earned in gold pieces multiplied
by the character's level minus three and squared (i.e. At a
"good" institution, a 5th level character can earn 5*(5-3)^2 = 20
gold pieces per week.

Hire: The base hiring percentage of a character is ten times
their level [although they can train only the zero-level
trainee's, 1st to 3rd level character may be hired as training
aides for higher level characters (i.e. as hit point sinks,
assistant researchers, errand slaves, etc...) at any of the
various institutions], however, this percentage must be
multiplied against the hire modification given in the table (i.e.
quality institutions which pay more will have more applicants to
choose from). A 5th level character applying to a "good" will
have a 50%*50% = 25% chance of landing a job during any given
month. Such employment will last for d4 months. The character can
only apply once during a given month. DMs may want to adjust the
final percentage based on reputation and roleplaying.

MaxLvl: The first number is the highest level the institution can
train a character to. The second number is the highest level
which they will hire at (i.e. an 8th level character working as a
trainer at a "poor" institution will be paid as if he or she were
a 6th level character). Of course, if the institution is in the
process of upgrading its status, it may offer more.

Notes: Shows whether or not the institution has free [L]odging
and [F]ood, an in-house store of [N]on-magic items (including a
blacksmithy and other facilities to have special equipment
constructed), free [A]ppraising and exchange, [H]ealing, [P]ostal
services, an in-house store for low-power [M]agic items
(including reliable potions of healing), or even a [R]esearch
facility for higher power magic items (this last one is only
available at arcane colleges, not at schools for fighters or
thieves).

Tutors: Hiring an individual tutor is somewhat akin to finding a
hireling. The tutor may accompany the adventurer and teach while
traveling, however, pay arrangements must be roleplayed.
Typically, if a tutor can find a better deal (i.e. by applying
for work as a trainer) he or she will do so. Thus, the character
must either pay a decent salary or offer something special. If
tutors are hired to accompany adventurers on their journeys they
will in all likelihood be facing the dangers of the wilderness.
They will likely demand a full share of the loot (including magic
items) in addition to other compensation. The DM is cautioned to
keep this in mind when negotiating on behalf of these NPCs.
   If the student is the member of a sub-class, then the tutor
must be of the exact same class as the student. If not, then the
tutor may be a member of a subclass of the student's class. The
tutor must also be three levels higher than the student. For
example, a 5th level Assassin could train a 2nd level Thief up to
3rd level.
  Further, if the student is learning a new proficiency (weapon
or non-weapon), the tutor must have that proficiency at the level
to which he is training the student in it. If this condition is
not met, then the student won't be able to fill the new
proficiency slot during the training period except via self-
training.

Self-training: The character may simply opt to train without any
help at all. No expenses are incurred, and the character can
train while travelling and adventuring. However, it will likely
take a great deal of time to progress in level. For campaigns
where character's advance slowly, this may be the optimal
strategy. If the character has empty proficiency slots, this
method can be employed to fill them while simultaneously studying
under a tutor for level advancement (and all its other benefits).

Moving Up: Once the character actually advances in level, adjust
the thaco, # of attacks, class abilities which are related to
level (such as thief abilities, etc), saving throws, inventory of
proficiencies (new slots are opened once the necessary experience
is acquired), and hitpoints of the character. Do not
automatically give new spells to the character. Spellcasters must
still learn their spells. The time required is one day per spell
level, and the cost is 300 gold pieces per spell level (for
scroll materials). The spells can be learned via self-study given
that the character has the necessary scroll.

Concerning costs: The prices for level acquisition are often a
sore point for players and DMs alike. Why should it cost so much? 
   The first reason is that each sort of institution trains
students in actual combat, which means that wounds will be
incurred and healing or possibly even regeneration will be
required. At a reputable school, these resources will be
available in-house and at no cost for students, trainers, and
other assorted VIPs.
   The second reason for the high costs is that it takes a number
of specialists working together to train a character quickly.
That means that at the big schools, there are several trainers
per student (some present, others on call), and each of these
must be paid.
   Third, big schools are often under the observation of
prospective thieves and raiders so that additional guards and
magical wards must be employed.
   Mages have an even harder time. Libraries and laboratories are
necessary items at schools of magic. The costs in maintenance and
security are enormous (thefts are attempted at magical schools
moreso than any other type). At the greatest of the magical
universities, where powerful magics are occasionally fabricated
and often scrutinized, the costs and risks get even more out-of-
hand, but degrees from such institutions will increase the
respect and esteem character will reap from their colleagues and
prospective patrons alike, and the best NPC contacts will be
found at the best schools (sounds too much like real life?).


           _   /|
           \`o_O'          Jim Vassilakos
             ( )     <---  jimv@ucrmath.ucr.edu
              U            ucsd!ucrmath!jimv (uucp)
           Aachk!