Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
For Fortune or Glory: XP for Gold versus Challenges
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Reynard" data-source="post: 5263195" data-attributes="member: 467"><p>Last night I was sitting down and "running the numbers" on the size and sort of encounters might be expected to gain a level for a party in Pathfinder (mostly to get an idea of general guidelines for creating a PFRPG mega-dungeon). I presupposed the slow advancement track, a five member party (or 4 plus 2 henchmen) and a distribution of 10% APL-1, 30% APL+0, 30% APL+1, 20% APL+2 and 10% APL+3 encounters -- which comes out to be just about 32 encounters per level. (about 6/12/8/4/2 of the previous catergories, for anyone who cares). This was all interesting and kind of informative, but when i got to treasure distribution it really threw me for a loop because the numbers are so LOW. It takes 15000 XP for a party of five to go from 1st to 2nd level on the slow advancement track, during which time the total treasure value is about 8500 GP (I don't have the exact number because my notebook is at home). Because gold=XP in prior editions, the number would be much higher (close to the XP required, if not more) in thos editions.</p><p></p><p>This got me to thinking about motivations and play, and how XP (and for what it is awarded) informs play.</p><p></p><p>Now, this is important: I am bringing this up in the context of dungeon exploration based play, with an emphasis on XP rewards for that activity. "Story awards" and ad hoc levelling, though interesting discussions on their own, aren't really relevent.</p><p></p><p>Under the treasure=XP model, the most important thing is getting out with the gold. this informs play. Since combat is dangerous and offers relatively small rewards, it is best avoided. This includes not only bypassing "guardian" monsters but also not dallying because that draws rolls on the wandering monster table. Moreover, there's no reward for overcoming a trap. They are best avoided altogther. The tendency to search everything for hidden stashes is also based on the treasure = XP paradigm, because missed treasure is missed opportunity to get better. All this results in characters, if they survive, being fabulously wealthy. of course, rich characters don't need to go delving for more riches, so the game supposes methods by which to seperate these fools and their money: training costs, upkeep, very expensive hired casters and so on.</p><p></p><p>In 3.x and onward, where treasure has no impact on XP (and totally leaving out wealth as a component of PC balance -- that's a different can of worms), XP comes from overcoming challenges. Suddenly the definition of "overcoming" becomes extremely important. Is "completely avoiding" the same as "overcoming". Do PCs get XP for traps they don't set off and monsters they don't fight? If not, the XP motivator points characters toward combat and other dangerous activities, and only raw greed gets the characters flipping desks and cutting open couches.</p><p></p><p>So, I guess I am asking two things: can you do a classic "plotless" dungeon crawl in 3.x+ (not mechanically -- that's another issue), and what overall effect does moving XP away from treasure toward overcoming challenges have? As an aside, what qualifies as "overcoming challenges" to you?</p></blockquote><p></p>
[QUOTE="Reynard, post: 5263195, member: 467"] Last night I was sitting down and "running the numbers" on the size and sort of encounters might be expected to gain a level for a party in Pathfinder (mostly to get an idea of general guidelines for creating a PFRPG mega-dungeon). I presupposed the slow advancement track, a five member party (or 4 plus 2 henchmen) and a distribution of 10% APL-1, 30% APL+0, 30% APL+1, 20% APL+2 and 10% APL+3 encounters -- which comes out to be just about 32 encounters per level. (about 6/12/8/4/2 of the previous catergories, for anyone who cares). This was all interesting and kind of informative, but when i got to treasure distribution it really threw me for a loop because the numbers are so LOW. It takes 15000 XP for a party of five to go from 1st to 2nd level on the slow advancement track, during which time the total treasure value is about 8500 GP (I don't have the exact number because my notebook is at home). Because gold=XP in prior editions, the number would be much higher (close to the XP required, if not more) in thos editions. This got me to thinking about motivations and play, and how XP (and for what it is awarded) informs play. Now, this is important: I am bringing this up in the context of dungeon exploration based play, with an emphasis on XP rewards for that activity. "Story awards" and ad hoc levelling, though interesting discussions on their own, aren't really relevent. Under the treasure=XP model, the most important thing is getting out with the gold. this informs play. Since combat is dangerous and offers relatively small rewards, it is best avoided. This includes not only bypassing "guardian" monsters but also not dallying because that draws rolls on the wandering monster table. Moreover, there's no reward for overcoming a trap. They are best avoided altogther. The tendency to search everything for hidden stashes is also based on the treasure = XP paradigm, because missed treasure is missed opportunity to get better. All this results in characters, if they survive, being fabulously wealthy. of course, rich characters don't need to go delving for more riches, so the game supposes methods by which to seperate these fools and their money: training costs, upkeep, very expensive hired casters and so on. In 3.x and onward, where treasure has no impact on XP (and totally leaving out wealth as a component of PC balance -- that's a different can of worms), XP comes from overcoming challenges. Suddenly the definition of "overcoming" becomes extremely important. Is "completely avoiding" the same as "overcoming". Do PCs get XP for traps they don't set off and monsters they don't fight? If not, the XP motivator points characters toward combat and other dangerous activities, and only raw greed gets the characters flipping desks and cutting open couches. So, I guess I am asking two things: can you do a classic "plotless" dungeon crawl in 3.x+ (not mechanically -- that's another issue), and what overall effect does moving XP away from treasure toward overcoming challenges have? As an aside, what qualifies as "overcoming challenges" to you? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
For Fortune or Glory: XP for Gold versus Challenges
Top