not-so-newguy
Legend
¿Gold for XP in meat-grinder dungeon?
I'm playing around with 5E's grittier options. The set up for the adventure is basic: A village with a dungeon nearby and I will be using a random dungeon generator (Donjon's generator looks good, open to suggestions on this). It's intended to be played within 2-3 sessions (approx 6-8 hours). It's something I would run when nobody else wants to DM at my FLGS. So if the adventure sucks, then we've only wasted a couple nights of play.
Something that I want use is "Gold for xp," but a Google search does not reveal much: There are folks inquiring about how to do it, but no clear cut answer.
Here is a tentative list of 5e options that I want to use:
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Character creation
Healing
Encumbrance (we ignore "Carry Capacity" completely. I suspect that using gold for xp would make this detail more important)
Spell casters can use a Focus, but caster needs the specific component if the spell has a gp cost. (I believe this is RAW, but we ignore this rule and just deduct the appropriate amount of gold)
For example, the find familiar spell requires "10gp worth of charcoal, incense, and herbs". The spellcaster must have those specific items on his/her person when the spell is cast (components are consumed unless otherwise stated). Side note: There will be a "spell components" shop in town.
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I'm playing around with 5E's grittier options. The set up for the adventure is basic: A village with a dungeon nearby and I will be using a random dungeon generator (Donjon's generator looks good, open to suggestions on this). It's intended to be played within 2-3 sessions (approx 6-8 hours). It's something I would run when nobody else wants to DM at my FLGS. So if the adventure sucks, then we've only wasted a couple nights of play.
Something that I want use is "Gold for xp," but a Google search does not reveal much: There are folks inquiring about how to do it, but no clear cut answer.
- Has anybody tried this beyond theory-crafting? Did it change anything at the table?
- I'm sure someone out there has touted the Pros/Cons of the "Gold for xp" system in 5e, please share. I'd like to read it.
- Please tout your own opinion on the pros/cons on the "Gold for xp" system.
Here is a tentative list of 5e options that I want to use:
[Sblock]
Character creation
- Roll 4d6, drop lowest, in order
- Choose race and Class from PHB only (no variant human)
- Max Hp at 1st level, roll for hp when you gain a level (minimum +1 hp)
- Ability Check by Class and Background(DMG 263)
- Use starting gear options by Class and Background. Gear may be swapped with DM's approval.
Healing
- Slow Natural Healing. (Use HD during a long rest only. Regain HD by returning to town.)
- Players receive a lingering injury when dropped to 0 hp (DMG 272)
Encumbrance (we ignore "Carry Capacity" completely. I suspect that using gold for xp would make this detail more important)
- Carry capacity in pounds = strength score x 15
Spell casters can use a Focus, but caster needs the specific component if the spell has a gp cost. (I believe this is RAW, but we ignore this rule and just deduct the appropriate amount of gold)
For example, the find familiar spell requires "10gp worth of charcoal, incense, and herbs". The spellcaster must have those specific items on his/her person when the spell is cast (components are consumed unless otherwise stated). Side note: There will be a "spell components" shop in town.
[/Sblock]