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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8155904" data-attributes="member: 70468"><p>I anticipated this response, which is why I disclaimed that you weren’t trading or selling things for gold, but I’ll elaborate a bit on what I have in mind. <img class="smilie smilie--emoji" loading="lazy" alt="🙂" title="Slightly smiling face :slight_smile:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" data-shortname=":slight_smile:" /></p><p></p><p>First, I’d like to note again that actually selling loot or trading in treasure for XP is not the standard method in old-school D&D. It’s a popular variant (originating with Dave Arneson), but it wasn’t the standard method. I assume people like it as an alternative to stronghold building and magical research as a way to take money out of the economy and get people doing class-related stuff back in town (supporting their church as the cleric, carousing and causing trouble as the drunk barbarian, etc).</p><p></p><p>What I have in mind is something fairly simple (based on B/X, again linking <a href="https://oldschoolessentials.necroticgnome.com/srd/index.php/Awarding_XP#Recovered_Treasure" target="_blank">OSE</a> for reference). </p><p></p><p></p><p></p><p>For PF2, I’d treat everything that’s not currency (money, gems, art objects, etc) as “non-magical treasure” and everything else as “magical treasure”. That’s so I can use <a href="http://2e.aonprd.com/Rules.aspx?ID=581" target="_blank">table 10-9: Party Treasure by Level</a> to adjust the required XP to level up.</p><p></p><p><u>Note that XP is gained for returning with treasure not for selling it. Selling the treasure to gain XP is not required or expected.</u></p><p></p><p>I also use a progressive XP system (based on next level × 200 XP), so this integrates pretty well with that (though I use a conversion factor of 1 XP per 1.6 gp to slightly reduce the affect of treasure on leveling). I’m not sure how well it would work or feel with the flat XP per level that PF2 does normally. You might have to adjust it or do a percentage-based approach.</p><p></p><p>In a percentage-based approach, you would figure out how much XP per level you wanted from treasure. For example, let’s say you want 400 out of every 1000 XP to be from treasure. When the party returns with treasure, you look at how much of that treasure (i.e., “currency”) they found and calculate the percentage based on the guidelines in table 10-9. For example, if a 2nd level party comes back with several statues and gems worth 20 gp, then they would receive 57 XP (= 20/70 × 200 XP).</p><p></p><p>I eschewed the above approach because my group has characters of mixed levels, and it gets super weird in that case. You’d probably want to calculate it based on the party’s level. I went with the other method because it integrates cleanly enough with my situation. Treasure ends up serving as a booster for lower level characters, so its XP would not be doubled (<a href="http://2e.aonprd.com/Rules.aspx?ID=579" target="_blank">per the catch up rules in PF2</a>).</p></blockquote><p></p>
[QUOTE="kenada, post: 8155904, member: 70468"] I anticipated this response, which is why I disclaimed that you weren’t trading or selling things for gold, but I’ll elaborate a bit on what I have in mind. 🙂 First, I’d like to note again that actually selling loot or trading in treasure for XP is not the standard method in old-school D&D. It’s a popular variant (originating with Dave Arneson), but it wasn’t the standard method. I assume people like it as an alternative to stronghold building and magical research as a way to take money out of the economy and get people doing class-related stuff back in town (supporting their church as the cleric, carousing and causing trouble as the drunk barbarian, etc). What I have in mind is something fairly simple (based on B/X, again linking [URL='https://oldschoolessentials.necroticgnome.com/srd/index.php/Awarding_XP#Recovered_Treasure']OSE[/URL] for reference). For PF2, I’d treat everything that’s not currency (money, gems, art objects, etc) as “non-magical treasure” and everything else as “magical treasure”. That’s so I can use [URL='http://2e.aonprd.com/Rules.aspx?ID=581']table 10-9: Party Treasure by Level[/URL] to adjust the required XP to level up. [U]Note that XP is gained for returning with treasure not for selling it. Selling the treasure to gain XP is not required or expected.[/U] I also use a progressive XP system (based on next level × 200 XP), so this integrates pretty well with that (though I use a conversion factor of 1 XP per 1.6 gp to slightly reduce the affect of treasure on leveling). I’m not sure how well it would work or feel with the flat XP per level that PF2 does normally. You might have to adjust it or do a percentage-based approach. In a percentage-based approach, you would figure out how much XP per level you wanted from treasure. For example, let’s say you want 400 out of every 1000 XP to be from treasure. When the party returns with treasure, you look at how much of that treasure (i.e., “currency”) they found and calculate the percentage based on the guidelines in table 10-9. For example, if a 2nd level party comes back with several statues and gems worth 20 gp, then they would receive 57 XP (= 20/70 × 200 XP). I eschewed the above approach because my group has characters of mixed levels, and it gets super weird in that case. You’d probably want to calculate it based on the party’s level. I went with the other method because it integrates cleanly enough with my situation. Treasure ends up serving as a booster for lower level characters, so its XP would not be doubled ([URL='http://2e.aonprd.com/Rules.aspx?ID=579']per the catch up rules in PF2[/URL]). [/QUOTE]
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