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<blockquote data-quote="NoWayJose" data-source="post: 5532006" data-attributes="member: 84810"><p>That's a good point. If I were faced with that choice after every adventure, I'm not sure if would be a fun or annoying tactical decision. XP is a very powerful currency, after all.</p><p> </p><p></p><p>A soldier, a barbarian, a cleric, a paladin, a wizard and a monk return from an expedition with a cartload of treasure. They can hoard all their gold, but they're highly encumbered, plus rumours of their exploits have gotten around, so they risk being waylaid by outlaws or taxed by the King's men at a toll road. So they decide to spend something at the nearest town.</p><p> </p><p>The rogue and barbarian go drinking and whoring. The soldier polishes his armor and repaints his coat of arms and sends a magic telegram to his mother. The wizard's spellbook is high-maintenance and sucks up all his gold. The paladin gives all his money to the church. The cleric gives only half of his money to the church and spends the other half on whores. The ascetic monk meditates (he gave up his share of the treasure).</p><p> </p><p>'Frivolous spending' XP system:</p><p>Does the rogue, barbarian and soldier get 100% xp from frivolous spending? Does the paladin get nothing because his donation wasn't anonymous? Does the cleric get 50% xp because the donation wasn't anonymous but the whoring was frivolous spending? And the monk and wizard get no xp?</p><p> </p><p>IMO, I would avoid a mechanic that raises these kinds of questions.</p><p> </p><p>If D&D is about tactical combat and about skill challenge mini-games, then I could imagine adding a 3rd element - a tactical resource-based mini-game where you have purchasing power and spend money for mechanical incentives (influence points for every gp donated to the church, temporary Charisma for drinking and whoring, etc.) but I wouldn't know how to do that in a way that's fun and simple to implement.</p></blockquote><p></p>
[QUOTE="NoWayJose, post: 5532006, member: 84810"] That's a good point. If I were faced with that choice after every adventure, I'm not sure if would be a fun or annoying tactical decision. XP is a very powerful currency, after all. A soldier, a barbarian, a cleric, a paladin, a wizard and a monk return from an expedition with a cartload of treasure. They can hoard all their gold, but they're highly encumbered, plus rumours of their exploits have gotten around, so they risk being waylaid by outlaws or taxed by the King's men at a toll road. So they decide to spend something at the nearest town. The rogue and barbarian go drinking and whoring. The soldier polishes his armor and repaints his coat of arms and sends a magic telegram to his mother. The wizard's spellbook is high-maintenance and sucks up all his gold. The paladin gives all his money to the church. The cleric gives only half of his money to the church and spends the other half on whores. The ascetic monk meditates (he gave up his share of the treasure). 'Frivolous spending' XP system: Does the rogue, barbarian and soldier get 100% xp from frivolous spending? Does the paladin get nothing because his donation wasn't anonymous? Does the cleric get 50% xp because the donation wasn't anonymous but the whoring was frivolous spending? And the monk and wizard get no xp? IMO, I would avoid a mechanic that raises these kinds of questions. If D&D is about tactical combat and about skill challenge mini-games, then I could imagine adding a 3rd element - a tactical resource-based mini-game where you have purchasing power and spend money for mechanical incentives (influence points for every gp donated to the church, temporary Charisma for drinking and whoring, etc.) but I wouldn't know how to do that in a way that's fun and simple to implement. [/QUOTE]
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