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<blockquote data-quote="Willie the Duck" data-source="post: 9016078" data-attributes="member: 6799660"><p>Getting XP for gold worked perfectly if you wanted to play a game of daring treasure-seekers braving extreme danger for the precious precious loot. It fails to work when you want to play Frodo and Aragorn instead of Bilbo and Thorin (or Tanis and Goldmoon instead of Fafhrd and the Gray Mouser, or pick your own allusions). 2e AD&D didn't do it perfectly (but see Li Shenron's point about nothing not invoking complaints), but the general notion of<em> 'if you want <u>this</u> kind of game, this is how you might want to dole out XP; if you want <u>that</u> kind of game, this is a good idea'</em> is solid and I wish it would be revisited more broadly by the modern game*. If the game had a well-thought-out and codified advancement system for the top 2-3 ways people use the system**, each of which optional and ignorable -- with discreet toggles (like <em>'cut treasure accumulation by 75% after level 3 if not playing a treasure-hungry game'</em>) to switch if they are not being used; I think new DMs would find it much easier to adapt to successfully incentivizing the behavior they intend when gaming outside the default reward structure.</p><p><span style="font-size: 9px">*Yes, they discuss milestone levelling; but if, say, you wanted to do gp=xp in 5e (or anything other than combats-faced or fiat milestone), you're on your own for appropriate metrics.</span></p><p><span style="font-size: 9px">**Or maybe the hardest for DMs to arbitrate on their own.</span></p><p></p><p></p><p></p><p>Well, it helps address the problem by delaying the point where 'the PCs have nothing upon which to spend their money.' As it stands, you see a little of this effect in existing 5e if you are a wizard* or a heavy-armor-wearing martial (/cleric) -- up through levels 4 to maybe 5, your share of the expected treasure doesn't fill all your needs. Mind you, if the druid and monk and Dex-based fighter all pitch in and help you pay for your spellbook and plate mail (or if you find a magic item version of the later...) this is pretty muted. However, cut that expected treasure in-half (/in-fourth, /in-tenth) and you'll see... well honestly probably more sorcerers and Dex-based warriors. However, you <em>could</em> see players being more engaged with the treasure and worrying over every GP... right until some cutoff where they've gotten everything or the total they have dwarfs any room and board, healing potion, and spell-book-materials costs they still have, and then we're at the same place we are now. </p><p><span style="font-size: 9px">*in a campaign where you semi-frequently find spells to add to your book. </span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9016078, member: 6799660"] Getting XP for gold worked perfectly if you wanted to play a game of daring treasure-seekers braving extreme danger for the precious precious loot. It fails to work when you want to play Frodo and Aragorn instead of Bilbo and Thorin (or Tanis and Goldmoon instead of Fafhrd and the Gray Mouser, or pick your own allusions). 2e AD&D didn't do it perfectly (but see Li Shenron's point about nothing not invoking complaints), but the general notion of[I] 'if you want [U]this[/U] kind of game, this is how you might want to dole out XP; if you want [U]that[/U] kind of game, this is a good idea'[/I] is solid and I wish it would be revisited more broadly by the modern game*. If the game had a well-thought-out and codified advancement system for the top 2-3 ways people use the system**, each of which optional and ignorable -- with discreet toggles (like [I]'cut treasure accumulation by 75% after level 3 if not playing a treasure-hungry game'[/I]) to switch if they are not being used; I think new DMs would find it much easier to adapt to successfully incentivizing the behavior they intend when gaming outside the default reward structure. [SIZE=1]*Yes, they discuss milestone levelling; but if, say, you wanted to do gp=xp in 5e (or anything other than combats-faced or fiat milestone), you're on your own for appropriate metrics. **Or maybe the hardest for DMs to arbitrate on their own.[/SIZE] Well, it helps address the problem by delaying the point where 'the PCs have nothing upon which to spend their money.' As it stands, you see a little of this effect in existing 5e if you are a wizard* or a heavy-armor-wearing martial (/cleric) -- up through levels 4 to maybe 5, your share of the expected treasure doesn't fill all your needs. Mind you, if the druid and monk and Dex-based fighter all pitch in and help you pay for your spellbook and plate mail (or if you find a magic item version of the later...) this is pretty muted. However, cut that expected treasure in-half (/in-fourth, /in-tenth) and you'll see... well honestly probably more sorcerers and Dex-based warriors. However, you [I]could[/I] see players being more engaged with the treasure and worrying over every GP... right until some cutoff where they've gotten everything or the total they have dwarfs any room and board, healing potion, and spell-book-materials costs they still have, and then we're at the same place we are now. [SIZE=1]*in a campaign where you semi-frequently find spells to add to your book. [/SIZE] [/QUOTE]
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