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XP for Gold (without the XP)
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<blockquote data-quote="Charlaquin" data-source="post: 9293851" data-attributes="member: 6779196"><p>That is intended, yes. By shifting advancement to gold-based instead of XP-based, the DM has a lot of control over the pace of advancement. I planned the costs around the expected value of treasure hoards from the DMG, and since the DM decides how to distribute that treasure, they have an easy control valve; if you want to slow advancement down, you can spread the treasure out more. If you want to speed it up, you can increase the hoard density. If you follow the guidelines suggested in the 5e DMG, players should be able to level up roughly once every other session. But in my experience, most 5e DMs hand out a lot less treasure than the DMG advises, which works out because in my experience most 5e DMs also ignore XP and tell players when to level up, and do so much less often than once every other session.</p><p></p><p>Nothing in particular. Indeed, it’s intended that a player might make the decision to buy themself some full plate or whatever instead of leveling up. I was inspired by the Dark Souls family of video games, where the souls you get for killing enemies is both the currency you use to level up and the currency you use to buy equipment. I quite liked that dynamic and thought it would translate nicely to D&D.</p><p></p><p>Ahh, I always get those mixed up!</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9293851, member: 6779196"] That is intended, yes. By shifting advancement to gold-based instead of XP-based, the DM has a lot of control over the pace of advancement. I planned the costs around the expected value of treasure hoards from the DMG, and since the DM decides how to distribute that treasure, they have an easy control valve; if you want to slow advancement down, you can spread the treasure out more. If you want to speed it up, you can increase the hoard density. If you follow the guidelines suggested in the 5e DMG, players should be able to level up roughly once every other session. But in my experience, most 5e DMs hand out a lot less treasure than the DMG advises, which works out because in my experience most 5e DMs also ignore XP and tell players when to level up, and do so much less often than once every other session. Nothing in particular. Indeed, it’s intended that a player might make the decision to buy themself some full plate or whatever instead of leveling up. I was inspired by the Dark Souls family of video games, where the souls you get for killing enemies is both the currency you use to level up and the currency you use to buy equipment. I quite liked that dynamic and thought it would translate nicely to D&D. Ahh, I always get those mixed up! [/QUOTE]
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