not-so-newguy
Legend
Yeah, yet another thread about gold for XP. Inspired by the discussion between @overgeeked and @Lanefan in this thread: OSR IS LYING TO YOU! A reasonable discussion about OSR
The + sign is in the title because I want to keep this a focused thread, focused on the discussion of implementing Gold for XP. This assumes that you want to do this and you find that the type of play this rule incentivizes to be compelling.
Why am I bothering with this?
I’m planning a Lankhmar sandbox game for Jan 2027 and I’m likely to use Gold for XP. Here’s what I have so far:
1) Adventuring.
You gain XP through adventure Encounters and Achievements
XP for an average encounter is calculated as 2.5% of experience points necessary to reach the next level threshold.
XP for an average achievement is calculated as 10% of experience points necessary to reach the next level threshold.
(click to enlarge)
Encounters: An average adventuring encounter involves risk. It usually involves combat, but other high-stake situations count too, such as negotiating instead of fighting or disarming a trap.
What would be judged as an average encounter for a 1st level adventurer (100) would not count as an average encounter for a 2nd level adventurer (400).
EXAMPLE: Two Warriors face four mooks with cudgels, an average encounter for two first level adventurers. However, Joe is a 1st level Warrior and Shmoe is a 2nd level warrior. After defeating the four mooks, Joe gets 100 xp perhaps a little more. Shmoe, who barely broke a sweat, would receive at most 100 xp, maybe none. No risk, no gain.
Achievement: An Achievement involves completing an important goal that requires a number of encounters and sessions. An average Achievement would include 6-12 encounters over the course of 1-3 sessions.
EXAMPLE: Completing a typical adventure like Death House in Curse of Strahd
2) Spending Adventure Loot.
There is one way to spend your cash to gain experience points: Frivolously.
The rate is 1 Experience Point per Gold Rilk spent.
You do this by spending coin on lavish festivities to chisel your stories into legend and gaining the approval of the Masked gods. Money spent otherwise may be a wiser choice but will not gain you any XP. Adventuring is a bold profession, not a practical one. Throwing your cash away in bacchanal festivities allows you to tamp down the trauma and horror of Adventuring. Don't worry, the trauma and horror will all come roaring back to you in your 40s if you manage to live that long.
XP table for Level Advancement.
Level 1: --0--
Level 2: 4,000 XP
Level 3: 16,000 XP
Level 4: 32,000 XP
Level 5: 64,000 XP
Level 6: 120,000 XP
Level 7: 240,000 XP
Level 8: 360,000 XP
Level 9: 480,000 XP
Level 10: 600,000 XP
I’m open to constructive criticism and clarifications of what I have but it’s not the sole purpose of this thread. I’d like to hear how you implement Gold for XP. What are your rules? What is the type of play that you want to get out of using it? For myself, I’d like the game to reflect the exploits of the adventurers Fafhrd and the Gray Mouser, two roguish types who gain coin as easily as they lose it.
The + sign is in the title because I want to keep this a focused thread, focused on the discussion of implementing Gold for XP. This assumes that you want to do this and you find that the type of play this rule incentivizes to be compelling.
Why am I bothering with this?
I’m planning a Lankhmar sandbox game for Jan 2027 and I’m likely to use Gold for XP. Here’s what I have so far:
2. How to gain experience points
1) Adventuring.
You gain XP through adventure Encounters and Achievements
XP for an average encounter is calculated as 2.5% of experience points necessary to reach the next level threshold.
XP for an average achievement is calculated as 10% of experience points necessary to reach the next level threshold.
(click to enlarge)
| Adventurer Level | Average XP per Encounter | Average XP per Achievement |
|---|---|---|
| 1st | 100 | 400 |
| 2nd | 400 | 1,600 |
| 3rd | 800 | 3,200 |
| 4th | 1,600 | 6,400 |
| 5th | 3,000 | 12,000 |
| 6th | 6,000 | 24,000 |
| 7th | 9,000 | 36,000 |
| 8th | 12,000 | 48,000 |
| 9th | 15,000 | 60,000 |
Encounters: An average adventuring encounter involves risk. It usually involves combat, but other high-stake situations count too, such as negotiating instead of fighting or disarming a trap.
What would be judged as an average encounter for a 1st level adventurer (100) would not count as an average encounter for a 2nd level adventurer (400).
EXAMPLE: Two Warriors face four mooks with cudgels, an average encounter for two first level adventurers. However, Joe is a 1st level Warrior and Shmoe is a 2nd level warrior. After defeating the four mooks, Joe gets 100 xp perhaps a little more. Shmoe, who barely broke a sweat, would receive at most 100 xp, maybe none. No risk, no gain.
Achievement: An Achievement involves completing an important goal that requires a number of encounters and sessions. An average Achievement would include 6-12 encounters over the course of 1-3 sessions.
EXAMPLE: Completing a typical adventure like Death House in Curse of Strahd
2) Spending Adventure Loot.
There is one way to spend your cash to gain experience points: Frivolously.
The rate is 1 Experience Point per Gold Rilk spent.
You do this by spending coin on lavish festivities to chisel your stories into legend and gaining the approval of the Masked gods. Money spent otherwise may be a wiser choice but will not gain you any XP. Adventuring is a bold profession, not a practical one. Throwing your cash away in bacchanal festivities allows you to tamp down the trauma and horror of Adventuring. Don't worry, the trauma and horror will all come roaring back to you in your 40s if you manage to live that long.
XP table for Level Advancement.
Level 1: --0--
Level 2: 4,000 XP
Level 3: 16,000 XP
Level 4: 32,000 XP
Level 5: 64,000 XP
Level 6: 120,000 XP
Level 7: 240,000 XP
Level 8: 360,000 XP
Level 9: 480,000 XP
Level 10: 600,000 XP
I’m open to constructive criticism and clarifications of what I have but it’s not the sole purpose of this thread. I’d like to hear how you implement Gold for XP. What are your rules? What is the type of play that you want to get out of using it? For myself, I’d like the game to reflect the exploits of the adventurers Fafhrd and the Gray Mouser, two roguish types who gain coin as easily as they lose it.







