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Experience Points & Leveling: A Brief Primer on XP in the 1e DMG, and Why It Still Matters
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8254768" data-attributes="member: 82106"><p>Another effect of the training rules, and I think a major one for Gary, was to soak PCs gold. It takes a HUGE amount of gold to advance! BEST CASE you spend 1,500gp x level per levell So by the time you are level 3, you will have spent 1,500 + 3,000 + 4,500 = 9,000 GP! This is actually far more GP than you are likely to get from the number of monsters which would yield the XP and treasure XP to get to this level (you would, as a cleric need 6,000 XP for third level, so probably 5000 GP, roughly). This is BEST CASE. So, in practice, GP is the main gate on level advancement for PCs, and at least 50% of the time (and if the GM is not nice and gives ratings of 1 most of the tim it will be a lot more) you would be adventuring only for gold and tossing the XP. </p><p></p><p>This is a major reason people probably ditched the whole training rule. You can mitigate it somewhat by having higher level PCs train lower level ones (presumably a lot of the resulting cash will end up in their wallets, though it isn't stated what the expenses are). The costs are just way too high. IIRC we found that a cost of about 1/5th or less of the 1500, so maybe 300 GP, was the right 'per level gain' value. This still soaked most of the PC's money, but it allowed them to mostly adventure for actual XP gain.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8254768, member: 82106"] Another effect of the training rules, and I think a major one for Gary, was to soak PCs gold. It takes a HUGE amount of gold to advance! BEST CASE you spend 1,500gp x level per levell So by the time you are level 3, you will have spent 1,500 + 3,000 + 4,500 = 9,000 GP! This is actually far more GP than you are likely to get from the number of monsters which would yield the XP and treasure XP to get to this level (you would, as a cleric need 6,000 XP for third level, so probably 5000 GP, roughly). This is BEST CASE. So, in practice, GP is the main gate on level advancement for PCs, and at least 50% of the time (and if the GM is not nice and gives ratings of 1 most of the tim it will be a lot more) you would be adventuring only for gold and tossing the XP. This is a major reason people probably ditched the whole training rule. You can mitigate it somewhat by having higher level PCs train lower level ones (presumably a lot of the resulting cash will end up in their wallets, though it isn't stated what the expenses are). The costs are just way too high. IIRC we found that a cost of about 1/5th or less of the 1500, so maybe 300 GP, was the right 'per level gain' value. This still soaked most of the PC's money, but it allowed them to mostly adventure for actual XP gain. [/QUOTE]
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Experience Points & Leveling: A Brief Primer on XP in the 1e DMG, and Why It Still Matters
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