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<blockquote data-quote="Orius" data-source="post: 4803664" data-attributes="member: 8863"><p>Some interesting ideas there, but it's based on the really old rule where gold was the most significant source of XP in the game. Since most of my rulebooks are 2e with a small collection of 3e stuff, I probably wouldn't be running the game that way; that XP rule was already being phased out in 2e.</p><p></p><p>Also, I don't really like some of the dynamics behind the rule. What happened is that the players would try to get as much money as possible, so the DM tried to come up with gp sinks to drain away the cash. And the result was a vicious circle of adventuring and spending. This article does kind of deal with that by awarding XP for spending rather than finding gp. But this sort of thing also tied in with training rules, which eventually made less and less sense to me. </p><p></p><p>The level training rules (at least the optional rule in the 2e DMG that required training from an NPC at least one level higher, don't know how much of it was based on 1e) are okay on the lower levels but they make less and less sense as one approaches name levels. Because logically, where are they going to find NPCs with a high enough level to train them? Besides, once you get up to those high levels, NPCs like say Mordenkainen, Elminster and the like have better things to do with their time than help you level up. And some people hate the very existance of NPCs that are always of a higher level thsan the PCs could ever hope to attain.</p><p></p><p>In my 3e campaigns I did require training for new skills and most feats which made better logical sense to me (and it also gave me a way to relegate optional feats to more remote areas of the campaign, requiring some work on the parts of the PCs to pick those abilities up), and I would continue to use rules like that in future campaigns for stuff that isn't necessarily level-based. Wizards would also have to seek out rare spells and I've been working on similiar ideas for now cleric spells.</p></blockquote><p></p>
[QUOTE="Orius, post: 4803664, member: 8863"] Some interesting ideas there, but it's based on the really old rule where gold was the most significant source of XP in the game. Since most of my rulebooks are 2e with a small collection of 3e stuff, I probably wouldn't be running the game that way; that XP rule was already being phased out in 2e. Also, I don't really like some of the dynamics behind the rule. What happened is that the players would try to get as much money as possible, so the DM tried to come up with gp sinks to drain away the cash. And the result was a vicious circle of adventuring and spending. This article does kind of deal with that by awarding XP for spending rather than finding gp. But this sort of thing also tied in with training rules, which eventually made less and less sense to me. The level training rules (at least the optional rule in the 2e DMG that required training from an NPC at least one level higher, don't know how much of it was based on 1e) are okay on the lower levels but they make less and less sense as one approaches name levels. Because logically, where are they going to find NPCs with a high enough level to train them? Besides, once you get up to those high levels, NPCs like say Mordenkainen, Elminster and the like have better things to do with their time than help you level up. And some people hate the very existance of NPCs that are always of a higher level thsan the PCs could ever hope to attain. In my 3e campaigns I did require training for new skills and most feats which made better logical sense to me (and it also gave me a way to relegate optional feats to more remote areas of the campaign, requiring some work on the parts of the PCs to pick those abilities up), and I would continue to use rules like that in future campaigns for stuff that isn't necessarily level-based. Wizards would also have to seek out rare spells and I've been working on similiar ideas for now cleric spells. [/QUOTE]
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