D&D 5E ¿Gold for XP in meat-grinder dungeon?


The link to the pdf is dead, but it looks easy enough to recreate.

Then again, I'm lazy whenever possible. So let me know if you have a link!



Eh, I'd put traps on the same level as monsters: as obstacles not goals. But then I strive for goal-directed play, giving exp for accomplishing goals (which might be difficult in a purely randomized dungeon) or exploration (like finding new levels, new exits, etc.)

Good point. Getting to through the dungeon is the ultimate purpose. The final obstacle is some sort of BBEG that guards the portal home. I'll have to give bonus xp more thought. So far I have: Finding the exit to the next level, entering and exiting a new "room" within the dungeon, discover significant cache of loot.
 

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The link to the pdf is dead, but it looks easy enough to recreate.

Then again, I'm lazy whenever possible. So let me know if you have a link!

Sure, I'll link for exp. ;) This version is consistent with the 5e one on enworld, different from the old one I used in the C&C campaign that the blog post quoted.

Oh, and here are my modifications to the one on ENworld, containing my own experimental ratios for slots for food/water and how much they are consumed for rests.


Good point. Getting to through the dungeon is the ultimate purpose. The final obstacle is some sort of BBEG that guards the portal home. I'll have to give bonus xp more thought. So far I have: Finding the exit to the next level, entering and exiting a new "room" within the dungeon, discover significant cache of loot.

I'd leave yourself open to other rewards. If your players find a tough nut to crack in the random dungeon and it's momentous when they finally beat it, why not a reward? To me the difference is that they set out to do it, rather than just going in and killing on autopilot.
 
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I can't help myself. Further tinkering.
Doctor Emirikol's Dungeon Lab.

Game Content
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A simple adventure made complicated by using a dungeon generator, typically ignored RAW at our table, optional rules found in the core books, and a fundamental rule change not found in the core books. It is intended to be played within a specific time limit (three sessions, i.e. 9 hours) or the players lose. Regardless of the outcome, surviving characters can continue in the next adventure of Dr. Emirikol's Dungeon Lab. Please feel free to throw soft objects (no dice!) at the DM if you lose. Intended to take characters from 1st to 3rd level.

General game content

  • Meta game to your heart's content! It's encouraged (see below).
  • The basic premise is that you, the player, have been transported from our FLGS to another plane of existance by Doctor Emirikol . The player will inhabit the body of an avatar, your character. If you die; the player will be reincarnated into another avatar with 0 XP, your next character, back at the Green Griffin Inn in town.
  • Players need to find the portal home (guarded by BBEG) at the end of the dungeon within 9 hours of real time.
  • There will be a town with full amenities (Inn, Chapel, Spell Components Shop, Forge, tinker gnome inventors, etc), 4 hours of wilderness (single check), and dungeon. That's it.
  • I will be using Donjon Random Dungeon Generator with a specific number of rooms in mind (yet to be determined).
  • Creatures (along with their lair's...usually.) encountered in the dungeon have been recently teleported to this place. When these creatures arrived is unknown. They will be a bit confused (paranoid) and agitated (shoot first, ask questions later) about what's going on. Over time they will adapt to their new surroundings.
  • Inspired by a mishmash of "B/X Misadventures in randomly generated dungeons" (rpg.net) and the audiobook "Critical Failures"
[/Sblock]HOUSE RULES
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Character creation

  • Roll 4d6, drop lowest, in order
  • Choose race and Class from PHB only (no variant human)
  • Max Hp at 1st level, roll for hp when you gain a level (minimum +1 hp)
  • Ability Check by Class and Background5(DMG 263)
  • Use starting gear options by Class and Background. Gear may be swapped with DM's approval.
  • PreGen spell selection will be provided for each class. You can use the pregen spells or pick your own.

3 characters, One choice

  • Player builds 3 characters to begin and chooses 1.
  • If a character dies, then player discards dead character and builds another character.
  • Player chooses from the pool of three characters.
  • Player may forego character creation and pick one of the remaining two.
  • Given that there's a time limit, I may forego the initial character creation and present each player with three pregen characters to expedite the process. I'm not sure. On one hand, I like to roll my own dice when I make a character. On the other, character creation cuts into play-time

Healing
A Long Rest may only be taken at the Green Griffin Inn.
Short Rest incur a wandering monster check
Players receive a lingering injury when dropped to 0 hp (DMG 272)
Experience Points (fundamental rule change) [/Sblock]
FUNDAMENTAL RULE CHANGE
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Loot = Experience Points

  • Killing monsters yields no experience points
  • Collecting loot does
  • 1 gp of loot = 1 experience point
  • Other sources of xp found in the dungeon: Discovering a new room, discovering the stairs to the next level, (still thinking of more ways)
  • Loot can only be converted into XP by securing it at the Green Griffin Inn (they have a vault with access to a pocket dimension) or spending it in town.
  • Gold spent will give the player bonus experience at the rate of: 1 XP = 10 GP spent. The player can apply this XP to any character when the gold is spent.

[This extra XP is intended to be given to the player who had a character die. However, feel free to give this XP to whomever you like. Who knows? It may be possible to give all bonus XP to one character and have one guy hit 4th level . Not sure if there is enough XP circulating to support this strategy. The ultimate goal is getting past the final BBEG and through the portal home!]


  • Actual value of loot will count towards xp, not the price at which it is sold.
  • Loot will be distributed fairly. A "fair" portion is decided by the group. Prolonged money arguments will be interrupted by wandering monsters. Other arguments are subject to the typical time/noise check (yet to be determined).
  • No stealing or withholding.
[/Sblock]
RAW that usually gets ignored at our table
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Encumbrance

  • Carry capacity in pounds = strength score x 15
  • "Slot system" sheet will be used

Spell Components with gp cost


Spell casters can use a Focus, but caster needs the specific component if the spell has a gp cost.

For example, the find familiar spell requires "10gp worth of charcoal, incense, and herbs". The spellcaster must have those specific items on his/her person when the spell is cast (components are consumed unless otherwise stated). [/Sblock]
 

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