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Blog of Holding Takes on Treasure Distribution and 1 XP/1 GP
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<blockquote data-quote="CapnZapp" data-source="post: 8033265" data-attributes="member: 12731"><p>I wouldn't be so restrictive, truth be told.</p><p></p><p>I think it's enough you take note of what the PCs do end up spending their gold on, and have that sprout new opportunities.</p><p></p><p>No need to formalize it. Asking the player to specify and then commit to a particular goal to me just equals lock-in, for little actual gain. You'll get just as many good campaign ideas either way.</p><p></p><p>After all, the priorities of PCs (and players) do change over time. Coming up with a goal at chargen just comes across as needlessly difficult, when you can just jot down their expenses. So what if the barbarian spends his few coins at low level on wine and women - each level yields exponentially more gold, which enables a player to switch goals.</p><p></p><p>Depending on the exact edition and system of D&D you play, a character can easily donate much more at level 6 than during levels 1-3 combined. So what if the barbarian "wasted" his gold at low level? At level 6 he's found his calling (whatever it is) and no gold-to-xp decision made at level 1 or 3 matters much any longer. I find this property of D&D loot to be something we should consider a feature not a bug.</p><p></p><p>Plus this: <em>obviously</em> players will want to tell you their raid down the Gnoll caves were in pursuit of their personal goal. <strong>Regardless of goal!</strong> After all, xp-for-gold assumes <em>gold is the end goal of adventurers!</em> In other words, I wouldn't want to set up a situation where a player might feel compelled to spend gold on something that <em>doesn't</em> count towards his goal!</p><p></p><p>Just an observation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8033265, member: 12731"] I wouldn't be so restrictive, truth be told. I think it's enough you take note of what the PCs do end up spending their gold on, and have that sprout new opportunities. No need to formalize it. Asking the player to specify and then commit to a particular goal to me just equals lock-in, for little actual gain. You'll get just as many good campaign ideas either way. After all, the priorities of PCs (and players) do change over time. Coming up with a goal at chargen just comes across as needlessly difficult, when you can just jot down their expenses. So what if the barbarian spends his few coins at low level on wine and women - each level yields exponentially more gold, which enables a player to switch goals. Depending on the exact edition and system of D&D you play, a character can easily donate much more at level 6 than during levels 1-3 combined. So what if the barbarian "wasted" his gold at low level? At level 6 he's found his calling (whatever it is) and no gold-to-xp decision made at level 1 or 3 matters much any longer. I find this property of D&D loot to be something we should consider a feature not a bug. Plus this: [I]obviously[/I] players will want to tell you their raid down the Gnoll caves were in pursuit of their personal goal. [B]Regardless of goal![/B] After all, xp-for-gold assumes [I]gold is the end goal of adventurers![/I] In other words, I wouldn't want to set up a situation where a player might feel compelled to spend gold on something that [I]doesn't[/I] count towards his goal! Just an observation. :) [/QUOTE]
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