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<blockquote data-quote="Toric_Arthendain" data-source="post: 5850223" data-attributes="member: 9833"><p>You are absolutely right, Merric. But there is encouragement in 3e to offer xp awards for completing story goals or for defeating traps or for good role-playing. Some published 3e modules have story awards built in. Of course, some 1e DMs might give xp for these sorts of things too. In fact, in a group I played in years ago, the DM didn't use treasure for xp in 1e. He gave xp for monsters and then offered ad-hoc awards based on some criteria that I as a player wasn't aware of.</p><p></p><p></p><p></p><p>I am in full agreement with that last point. Monster XP in 1e is miniscule in comparison to XP for treasure unless the DM is very tight with treasure awards.</p><p></p><p>Your own experience with your group leveling up every 2-1/2 sessions is interesting. My current 1e game leveled at that pace for the first four levels. Since then things have slowed down considerably. We went four sessions before someone leveled up to level 5. I think that is because as I have stated earlier in the thread, sometimes treasure is hidden in a dungeon environment and if the PCs don't look in the right places, it can be overlooked and not claimed. Also, they have slogged through some lesser opponents and some relatively empty areas that have provided easier challenges where the opponents didn't have much in the way of treasure. And things that aren't portable wealth like a set of silver dishes don't net XP until the PCs take them and sell them to turn that into portable wealth.</p><p></p><p>If I wasn't giving XP for treasure in my Temple of Elemental Evil game, the PCs would probably still be level 2 or 3 at most. And on the first level of the Temple dungeons, they'd be slaughtered. There is something I like about giving XP for treasure though. It gives the party a sort of goal, to acquire wealth with the least amount of risk possible. Acquiring gold and magic items by circumventing the dangers guarding them (i.e. the monsters) is a good thing. Not having to fight, and perhaps risk a character death, but still getting XP for looting some treasure is cool, but I will admit that sort of focuses the game into a specific style that some might not care for.</p></blockquote><p></p>
[QUOTE="Toric_Arthendain, post: 5850223, member: 9833"] You are absolutely right, Merric. But there is encouragement in 3e to offer xp awards for completing story goals or for defeating traps or for good role-playing. Some published 3e modules have story awards built in. Of course, some 1e DMs might give xp for these sorts of things too. In fact, in a group I played in years ago, the DM didn't use treasure for xp in 1e. He gave xp for monsters and then offered ad-hoc awards based on some criteria that I as a player wasn't aware of. I am in full agreement with that last point. Monster XP in 1e is miniscule in comparison to XP for treasure unless the DM is very tight with treasure awards. Your own experience with your group leveling up every 2-1/2 sessions is interesting. My current 1e game leveled at that pace for the first four levels. Since then things have slowed down considerably. We went four sessions before someone leveled up to level 5. I think that is because as I have stated earlier in the thread, sometimes treasure is hidden in a dungeon environment and if the PCs don't look in the right places, it can be overlooked and not claimed. Also, they have slogged through some lesser opponents and some relatively empty areas that have provided easier challenges where the opponents didn't have much in the way of treasure. And things that aren't portable wealth like a set of silver dishes don't net XP until the PCs take them and sell them to turn that into portable wealth. If I wasn't giving XP for treasure in my Temple of Elemental Evil game, the PCs would probably still be level 2 or 3 at most. And on the first level of the Temple dungeons, they'd be slaughtered. There is something I like about giving XP for treasure though. It gives the party a sort of goal, to acquire wealth with the least amount of risk possible. Acquiring gold and magic items by circumventing the dangers guarding them (i.e. the monsters) is a good thing. Not having to fight, and perhaps risk a character death, but still getting XP for looting some treasure is cool, but I will admit that sort of focuses the game into a specific style that some might not care for. [/QUOTE]
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