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An Older Experience System
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<blockquote data-quote="Votan" data-source="post: 5327789" data-attributes="member: 18680"><p>Obviously, this approach is not appropriate to all campaigns. It is true that it won't work especially well in recent editions that make strong wealth by level assumptions. </p><p></p><p>But, in some versions of the game (BECMI, 1E, 2E), this approach can be used to create out of dungeon interests (which could occasionally drive plot) that mostly serve to add personality to a character. They don;t have to drive the plot so much as say things like: Joe the Fighter wants to become a petty noble whereas Jack the Fighter spends his money as fast as he can get it while Jill the Fighter is hoping to create a training school. </p><p></p><p>In my current 3E (Pathfinder variant) or 4E games, this approach would be inappropriate. In PF I have already made a quest-based XP system that fits the adventures better than this approach would. In 4E the focus is far more on interesting tactical encounters and any system that made fighting make less sense would be a step backwards.</p><p></p><p>But I've toyed with trying a dungeon crawl older edition. There are a couple of approaches that can work for these types of games but the XP for gold recovered mechanic is actually present in 1E AD&D (for example) and this would be a good replacement for it (in that context, in that game).</p><p></p><p>That it had some other very interesting incentives (avoid combat, make sure you get the loot, players are chronically broke) was a nice plus. I think it might work well in a game based on the TV show Firefly (where people prefer to avoid combat, focus on getting paid and yet always end up short of cash after spending it on "flair" -- like keeping a ship flying).</p></blockquote><p></p>
[QUOTE="Votan, post: 5327789, member: 18680"] Obviously, this approach is not appropriate to all campaigns. It is true that it won't work especially well in recent editions that make strong wealth by level assumptions. But, in some versions of the game (BECMI, 1E, 2E), this approach can be used to create out of dungeon interests (which could occasionally drive plot) that mostly serve to add personality to a character. They don;t have to drive the plot so much as say things like: Joe the Fighter wants to become a petty noble whereas Jack the Fighter spends his money as fast as he can get it while Jill the Fighter is hoping to create a training school. In my current 3E (Pathfinder variant) or 4E games, this approach would be inappropriate. In PF I have already made a quest-based XP system that fits the adventures better than this approach would. In 4E the focus is far more on interesting tactical encounters and any system that made fighting make less sense would be a step backwards. But I've toyed with trying a dungeon crawl older edition. There are a couple of approaches that can work for these types of games but the XP for gold recovered mechanic is actually present in 1E AD&D (for example) and this would be a good replacement for it (in that context, in that game). That it had some other very interesting incentives (avoid combat, make sure you get the loot, players are chronically broke) was a nice plus. I think it might work well in a game based on the TV show Firefly (where people prefer to avoid combat, focus on getting paid and yet always end up short of cash after spending it on "flair" -- like keeping a ship flying). [/QUOTE]
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