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<blockquote data-quote="Philosopher" data-source="post: 5325895" data-attributes="member: 76803"><p>Good questions. As I said, I haven't used this system myself yet, so I haven't fully thought it through.</p><p></p><p>I don't know what Arneson did, but I think it could work if the DM and players agree on the details for a particular campaign. The decisions on what sorts of expenditures result in XP can set the tone. Or it could be different for different characters, depending on individual goals. Perhaps my Chaotic Good fighter will get XP for giving his money away to the poor, while your Lawful Good fighter will get XP for founding a martial order dedicated to protecting civilization.</p><p></p><p>I agree that it wouldn't work if the DM imposed a way of spending on the players, or if it were completely up to the players themselves ("I get XP for buying magic items!"). But if the group is mature about it and all collaborate on the details and how they contribute to the feel of the campaign, then I think it could work out well. I'd say that the players could choose something related to the PC's goal, but spending the money, while it gives the PCs fame, prestige, honour, etc., could not be spent on anything that gives a mechanical advantage (as magic items do). There would be real advantages, but they would be from the roleplaying side. (I don't think there's a <em>clear</em> distinction between roleplaying and game mechanics, but I still think it could be made to work, if everyone is mature about it.)</p><p></p><p>Thanks for the questions, Henry, I'm liking the sound of this.</p><p></p><p></p><p></p><p>Correct. The assumption is that is that if you get 1000gp worth of treasure, you should have faced 1000XP worth of challenges.</p></blockquote><p></p>
[QUOTE="Philosopher, post: 5325895, member: 76803"] Good questions. As I said, I haven't used this system myself yet, so I haven't fully thought it through. I don't know what Arneson did, but I think it could work if the DM and players agree on the details for a particular campaign. The decisions on what sorts of expenditures result in XP can set the tone. Or it could be different for different characters, depending on individual goals. Perhaps my Chaotic Good fighter will get XP for giving his money away to the poor, while your Lawful Good fighter will get XP for founding a martial order dedicated to protecting civilization. I agree that it wouldn't work if the DM imposed a way of spending on the players, or if it were completely up to the players themselves ("I get XP for buying magic items!"). But if the group is mature about it and all collaborate on the details and how they contribute to the feel of the campaign, then I think it could work out well. I'd say that the players could choose something related to the PC's goal, but spending the money, while it gives the PCs fame, prestige, honour, etc., could not be spent on anything that gives a mechanical advantage (as magic items do). There would be real advantages, but they would be from the roleplaying side. (I don't think there's a [i]clear[/i] distinction between roleplaying and game mechanics, but I still think it could be made to work, if everyone is mature about it.) Thanks for the questions, Henry, I'm liking the sound of this. Correct. The assumption is that is that if you get 1000gp worth of treasure, you should have faced 1000XP worth of challenges. [/QUOTE]
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