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General Tabletop Discussion
D&D Older Editions
OSR xp Rate?
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<blockquote data-quote="Mannahnin" data-source="post: 9142713" data-attributes="member: 7026594"><p>Sounds legit. I've been running xp for gp with the ability to double up on part of it by Carousing, more generous monster xp (50 per Hit Die plus or minus a bit for special weaknesses or abilities), and occasional story/plot awards.</p><p></p><p>I agree with Tom Moldvay's guidance from 1981 that if it takes more than 3-4 sessions for folks to hit 2nd level, the DM should bump up the treasure. I like a roughly 3-4 session to advance rate for the first few levels. After that it naturally slows down a bit but PCs are more durable and the players don't have to tip-toe as much and be quite so cautious.</p><p></p><p>I like the more generous monster XP (though 50xp/HD is still halved from 1974's original recommendation) because it makes that less of an afterthought and gives a bit more substantive a consolation prize and bit of progress for a session where the PCs do some fighting but don't get a good treasure score.</p><p></p><p>Carousing helps drain the coffers (I also make some potions and scrolls and such available in town) and speed up advancement a little. I let them carouse once after any given delve/per session. Baseline is you roll a d6 and spend that many hundred GP (though I use a silver standard, so it's SP in my game), get that many XP, then make a DC11 Charisma or Con check (I was running 5 Torches Deep; in OSE or a classic game just use Save vs Poison as Jeff Rients originally recommended for this ~15 years ago). If you fail, I roll on a table to see what kind of amusing misadventure occurs. Some of these are actually beneficial or can be plot hooks. You can roll a bigger die for carousing either in bigger towns or cities or once you're higher level, to represent access to more expensive parties/substances/entertainments.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9142713, member: 7026594"] Sounds legit. I've been running xp for gp with the ability to double up on part of it by Carousing, more generous monster xp (50 per Hit Die plus or minus a bit for special weaknesses or abilities), and occasional story/plot awards. I agree with Tom Moldvay's guidance from 1981 that if it takes more than 3-4 sessions for folks to hit 2nd level, the DM should bump up the treasure. I like a roughly 3-4 session to advance rate for the first few levels. After that it naturally slows down a bit but PCs are more durable and the players don't have to tip-toe as much and be quite so cautious. I like the more generous monster XP (though 50xp/HD is still halved from 1974's original recommendation) because it makes that less of an afterthought and gives a bit more substantive a consolation prize and bit of progress for a session where the PCs do some fighting but don't get a good treasure score. Carousing helps drain the coffers (I also make some potions and scrolls and such available in town) and speed up advancement a little. I let them carouse once after any given delve/per session. Baseline is you roll a d6 and spend that many hundred GP (though I use a silver standard, so it's SP in my game), get that many XP, then make a DC11 Charisma or Con check (I was running 5 Torches Deep; in OSE or a classic game just use Save vs Poison as Jeff Rients originally recommended for this ~15 years ago). If you fail, I roll on a table to see what kind of amusing misadventure occurs. Some of these are actually beneficial or can be plot hooks. You can roll a bigger die for carousing either in bigger towns or cities or once you're higher level, to represent access to more expensive parties/substances/entertainments. [/QUOTE]
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