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XP for gold 5th Edition campaign
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<blockquote data-quote="CapnZapp" data-source="post: 6990256" data-attributes="member: 12731"><p>One drastic variant is to say you can only long rest in town (or comparable) to encourage a playing style where "should we press on or return to base before we get too weak to survive wandering monsters on the way back" becomes more prominent. </p><p></p><p>Default 5E would otherwise mean a party sticks around to defeat each dungeon in one "go" (over a short number of days), I'm afraid.</p><p></p><p>Of course, with xp for gold, the assumption is players will want to avoid wandering monsters like the plague - after all they have little to no treasure and therefore are useless for levelling up!</p><p></p><p>Also, since you gain as much XP if you trick or circumvent the goblins (rather than kill them) as long as you get their gold, the intention is to get more use out of the dungeons. A straightforward hacknslash assault is often successful (at least in 5E) and often the quickest way to finish off a scenario. We'll see if I can make my players change their play style...</p><p></p><p>I have considered granting perhaps 10% of the nominal xp amounts for monster kills, since an unusually long string of wandering monsters might otherwise come across as overly disppiriting and frustrating. </p><p></p><p>That is, there will be a trader in town (or more likely Poomchukker the Wizard) who gladly buys select body parts of the various critters of the land. For instance, a regular Goblin is listed at 50 XP in the Monster Manual. Each goblin ear will thus sell for 5 gold (which gives 5 XP, 10% of the regular XP award). A troll's tooth will sell for 180 gold. A wolf's pelt 5 gold. The eye of a Giant Spider 20 gp. And so on.</p><p></p><p>(Happily ignoring the question "doesn't a goblin have two ears?" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Perhaps it's only left ears that will do, I don't know and I don't care. My players will hopefully realize that any abuse will only mean more complicated rules: "from now on, each goblin ear only fetches 25 silver"... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />)</p><p></p><p>Also fully planning to leave exactly what body part to collect up the players. Instead of answering the question (flipping through the MM at random) "so now we've felled three Gnolls, what do we collect?" I'll ask them in return "What do you think". Whether it's the tail or a tusk or even a set of balls, doesn't really matter. Purpose is to award 10% xp for kills, just in case the party is deadlocked on all current quests and too unimaginative to come up with anything new.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6990256, member: 12731"] One drastic variant is to say you can only long rest in town (or comparable) to encourage a playing style where "should we press on or return to base before we get too weak to survive wandering monsters on the way back" becomes more prominent. Default 5E would otherwise mean a party sticks around to defeat each dungeon in one "go" (over a short number of days), I'm afraid. Of course, with xp for gold, the assumption is players will want to avoid wandering monsters like the plague - after all they have little to no treasure and therefore are useless for levelling up! Also, since you gain as much XP if you trick or circumvent the goblins (rather than kill them) as long as you get their gold, the intention is to get more use out of the dungeons. A straightforward hacknslash assault is often successful (at least in 5E) and often the quickest way to finish off a scenario. We'll see if I can make my players change their play style... I have considered granting perhaps 10% of the nominal xp amounts for monster kills, since an unusually long string of wandering monsters might otherwise come across as overly disppiriting and frustrating. That is, there will be a trader in town (or more likely Poomchukker the Wizard) who gladly buys select body parts of the various critters of the land. For instance, a regular Goblin is listed at 50 XP in the Monster Manual. Each goblin ear will thus sell for 5 gold (which gives 5 XP, 10% of the regular XP award). A troll's tooth will sell for 180 gold. A wolf's pelt 5 gold. The eye of a Giant Spider 20 gp. And so on. (Happily ignoring the question "doesn't a goblin have two ears?" :) Perhaps it's only left ears that will do, I don't know and I don't care. My players will hopefully realize that any abuse will only mean more complicated rules: "from now on, each goblin ear only fetches 25 silver"... :p) Also fully planning to leave exactly what body part to collect up the players. Instead of answering the question (flipping through the MM at random) "so now we've felled three Gnolls, what do we collect?" I'll ask them in return "What do you think". Whether it's the tail or a tusk or even a set of balls, doesn't really matter. Purpose is to award 10% xp for kills, just in case the party is deadlocked on all current quests and too unimaginative to come up with anything new. [/QUOTE]
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