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<blockquote data-quote="MerricB" data-source="post: 5850189" data-attributes="member: 3586"><p>Sigh. That's because 3E has no XP for treasure, unlike AD&D. Once you add in treasure, the XP awards for AD&D become much more comparable to 3E. </p><p></p><p>One of the most interesting set of guidelines for treasure/monster XP ratios comes in the D&D Companion Rules by Frank Mentzer. Here are the guidelines, for play at high (Name+) levels:</p><p></p><p>* If you play 1/week, about 3-5 sessions per level gain</p><p>* If you play 2+/week, about 6-8 sessions per level gain</p><p>* About 1/5 of XP should come from monsters. The rest comes from treasure and possibly bonus awards (completion of a goal, special individual play, alignment play or other aspects of the adventure).</p><p></p><p>Now, BECMI D&D has much faster progression at higher levels than AD&D does (a cleric needs only 100,000 xp per level above "Name", whilst the AD&D is at 225,000), but the 20% XP from monsters is fascinating.</p><p></p><p>Once you get back to AD&D, treasure values begin providing problems - especially in the dungeon. Monster Lair treasure in the DMG is rarely useful; instead you get to the tables of random dungeon generation... and they're pretty generous for treasure.</p><p></p><p>Yes, you'll get a lot of 1,000 copper piece or silver piece hoards, but with two rolls at +10% on that treasure table, there's a very good chance of 250 gold for a first level combat... or gems. And, with gems, random chance can give really big treasure awards. A first level treasure using these tables (and including an eye-balled magic item XP award) averages out at about 800 XP worth of treasure in a 1st level dungeon/monster encounter...</p><p></p><p>My AD&D group (see the thread elsewhere in the forum) spent a few sessions fighting duergar: 1-4 gems per duergar. That's nice, especially when one very lucky random roll for a group of gems gave 5,000 GP gems!</p><p></p><p>At this point, the players (cleric and thief) who have played in 10 sessions have reached level 5; so one level per 2-1/2 sessions. (We've actually had 12 session by now, but everyone has missed one or two sessions).</p><p></p><p>However, part of the point of this is to note how erratic the guidelines are in AD&D for XP from treasure. My experience is that it was far more significant than XP from monsters.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5850189, member: 3586"] Sigh. That's because 3E has no XP for treasure, unlike AD&D. Once you add in treasure, the XP awards for AD&D become much more comparable to 3E. One of the most interesting set of guidelines for treasure/monster XP ratios comes in the D&D Companion Rules by Frank Mentzer. Here are the guidelines, for play at high (Name+) levels: * If you play 1/week, about 3-5 sessions per level gain * If you play 2+/week, about 6-8 sessions per level gain * About 1/5 of XP should come from monsters. The rest comes from treasure and possibly bonus awards (completion of a goal, special individual play, alignment play or other aspects of the adventure). Now, BECMI D&D has much faster progression at higher levels than AD&D does (a cleric needs only 100,000 xp per level above "Name", whilst the AD&D is at 225,000), but the 20% XP from monsters is fascinating. Once you get back to AD&D, treasure values begin providing problems - especially in the dungeon. Monster Lair treasure in the DMG is rarely useful; instead you get to the tables of random dungeon generation... and they're pretty generous for treasure. Yes, you'll get a lot of 1,000 copper piece or silver piece hoards, but with two rolls at +10% on that treasure table, there's a very good chance of 250 gold for a first level combat... or gems. And, with gems, random chance can give really big treasure awards. A first level treasure using these tables (and including an eye-balled magic item XP award) averages out at about 800 XP worth of treasure in a 1st level dungeon/monster encounter... My AD&D group (see the thread elsewhere in the forum) spent a few sessions fighting duergar: 1-4 gems per duergar. That's nice, especially when one very lucky random roll for a group of gems gave 5,000 GP gems! At this point, the players (cleric and thief) who have played in 10 sessions have reached level 5; so one level per 2-1/2 sessions. (We've actually had 12 session by now, but everyone has missed one or two sessions). However, part of the point of this is to note how erratic the guidelines are in AD&D for XP from treasure. My experience is that it was far more significant than XP from monsters. Cheers! [/QUOTE]
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