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An Older Experience System
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<blockquote data-quote="Umbran" data-source="post: 5326566" data-attributes="member: 177"><p>If the goal is to keep the PCs poor, you shouldn't have given them the gold in the first place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>Yes, so you can tell the PCs, "One uncomplicated way to do this is to spend a couple hordes of gold." If they <em>choose</em> the gold-collecting path, that's fine. </p><p></p><p>The thing is that for adventurers, who live lives rather like brigands to begin with, taking gold to have something built is... inefficient and somewhat nonsensical. Why not just take the thing you want directly, and cut out all that tedious mucking about for gold? Find some evil warlord, beat the tar out of him, and take his keep!</p><p></p><p>I think Fafhrd and Grey Mouser are better modeled with an "overcoming challenges (by any means) gains you XP" model, rather than a wealth-spending model. While sometimes they do gain and spend wealth, several of their adventures wind up to be complete busts, economically speaking. They get better because they do exciting stuff. So, to emulate that, you give awards for doing exciting stuff.</p><p></p><p>This has the benefit that it keeps your XP system and your economic resource systems separate, and you don't have to do things like figure out the effective XP value of magic items or other resources, which is always a balance headache.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5326566, member: 177"] If the goal is to keep the PCs poor, you shouldn't have given them the gold in the first place. :p Yes, so you can tell the PCs, "One uncomplicated way to do this is to spend a couple hordes of gold." If they [i]choose[/i] the gold-collecting path, that's fine. The thing is that for adventurers, who live lives rather like brigands to begin with, taking gold to have something built is... inefficient and somewhat nonsensical. Why not just take the thing you want directly, and cut out all that tedious mucking about for gold? Find some evil warlord, beat the tar out of him, and take his keep! I think Fafhrd and Grey Mouser are better modeled with an "overcoming challenges (by any means) gains you XP" model, rather than a wealth-spending model. While sometimes they do gain and spend wealth, several of their adventures wind up to be complete busts, economically speaking. They get better because they do exciting stuff. So, to emulate that, you give awards for doing exciting stuff. This has the benefit that it keeps your XP system and your economic resource systems separate, and you don't have to do things like figure out the effective XP value of magic items or other resources, which is always a balance headache. [/QUOTE]
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