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An Older Experience System
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<blockquote data-quote="delericho" data-source="post: 5325489" data-attributes="member: 22424"><p>If I were going to adopt such a system (and, actually, I'm planning on doing so), I would probably adopt the following rewards scheme.</p><p></p><p>1) XP-for-gold. At the end of the adventure, PCs can trade their gold for XP. This can be handwaved as temple donations, gifts for luminaries, hiring minstrels, or whatever, but the key is that the <em>gold is spent on XP, and not on equipment</em>. The rate would be 1 gp = 1 XP. I would also include a rule that gold cannot be 'banked' between adventures and spent on XP later - fame is a transitory thing, and so must be constantly fed. (This also prevents the players banking gol until they have enough to jump a level... and still having the gold available in the meantime in case of crisis.)</p><p></p><p>(I'm also probably going to a silver economy, so replace gp with sp above. Also, being evil, I intend to introduce a built in 'drain' on PC money reserves between adventures - if they don't spend it promptly, they may lose it (to thieves, to living the rock'n'roll lifestyle of the professional adventurer without heed to the cost, to being taken advantage of, or whatever.)</p><p></p><p>2) Some items, such as artworks, tapestries and the like can be donated directly to appropriate buyers (of course, it's up to the PCs to find "appropriate buyers"). In this case, they don't have to fence the items (and so get 20% of full value), but instead can convert the items directly to XP at full value.</p><p></p><p>3) The sandbox will include a number of "specified events". For example, "climb Mount Everest", "find the lost continent of Atlantis", "slay the great dragon Smaug", and so on. Each of these will give a stated XP award directly, but only to the first group to achieve the task. (It should be noted, therefore, that some monsters <em>do</em> grant XP. But it's only famous 'named' monsters, and not just any random orcs.)</p><p></p><p>4) If the PCs establish a stronghold (temple, castle, tower, thieves' guild), then they may claim XP for the final value of the stronghold (not necessarily the same as the cost to build). They gain no further XP for keeping it running, of course, and if they later sell it/lose it/see it destroyed, they can gain no further XP until they either rebuild or pay off the "XP debt". One additional advantage of a stronghold: PCs can then count themselves as "appropriate buyers" as in #2 above by adding treasures to their homes. (Of course, the same notes about then selling/losing the items apply to those too!)</p><p></p><p>5) If the PCs become prominent in local organisations, hold political or noble ranks, or otherwise become pillars of the community (or notorious crime bosses), that's worth XP.</p><p></p><p>6) I like your idea about crafting items, but I would suggest that merely <em>crafting</em> the item isn't enough - but if it's used in some great deed ("this is the sword that slew Ashardalon") then that should net the creator some XP.</p><p></p><p>Of course, PCs cannot gain XP anonymously under this system. They may elect to operate under assumed identities (Batman or Zorro, for example), but their persona will inevitably have some fame/infamy/notoriety. I'm sure a cunning DM can think of all sorts of ways to use <em>that</em> little wrinkle... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5325489, member: 22424"] If I were going to adopt such a system (and, actually, I'm planning on doing so), I would probably adopt the following rewards scheme. 1) XP-for-gold. At the end of the adventure, PCs can trade their gold for XP. This can be handwaved as temple donations, gifts for luminaries, hiring minstrels, or whatever, but the key is that the [i]gold is spent on XP, and not on equipment[/i]. The rate would be 1 gp = 1 XP. I would also include a rule that gold cannot be 'banked' between adventures and spent on XP later - fame is a transitory thing, and so must be constantly fed. (This also prevents the players banking gol until they have enough to jump a level... and still having the gold available in the meantime in case of crisis.) (I'm also probably going to a silver economy, so replace gp with sp above. Also, being evil, I intend to introduce a built in 'drain' on PC money reserves between adventures - if they don't spend it promptly, they may lose it (to thieves, to living the rock'n'roll lifestyle of the professional adventurer without heed to the cost, to being taken advantage of, or whatever.) 2) Some items, such as artworks, tapestries and the like can be donated directly to appropriate buyers (of course, it's up to the PCs to find "appropriate buyers"). In this case, they don't have to fence the items (and so get 20% of full value), but instead can convert the items directly to XP at full value. 3) The sandbox will include a number of "specified events". For example, "climb Mount Everest", "find the lost continent of Atlantis", "slay the great dragon Smaug", and so on. Each of these will give a stated XP award directly, but only to the first group to achieve the task. (It should be noted, therefore, that some monsters [i]do[/i] grant XP. But it's only famous 'named' monsters, and not just any random orcs.) 4) If the PCs establish a stronghold (temple, castle, tower, thieves' guild), then they may claim XP for the final value of the stronghold (not necessarily the same as the cost to build). They gain no further XP for keeping it running, of course, and if they later sell it/lose it/see it destroyed, they can gain no further XP until they either rebuild or pay off the "XP debt". One additional advantage of a stronghold: PCs can then count themselves as "appropriate buyers" as in #2 above by adding treasures to their homes. (Of course, the same notes about then selling/losing the items apply to those too!) 5) If the PCs become prominent in local organisations, hold political or noble ranks, or otherwise become pillars of the community (or notorious crime bosses), that's worth XP. 6) I like your idea about crafting items, but I would suggest that merely [i]crafting[/i] the item isn't enough - but if it's used in some great deed ("this is the sword that slew Ashardalon") then that should net the creator some XP. Of course, PCs cannot gain XP anonymously under this system. They may elect to operate under assumed identities (Batman or Zorro, for example), but their persona will inevitably have some fame/infamy/notoriety. I'm sure a cunning DM can think of all sorts of ways to use [I]that[/I] little wrinkle... :) [/QUOTE]
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