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Killing In The Name Of Advancement
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<blockquote data-quote="Tony Vargas" data-source="post: 7743386" data-attributes="member: 996"><p>Really, really depended on whether your DM tended more towards Monty Haul or Killer. Maybe there'd be a lot of treasure laying around, maybe there'd be a lot of monsters out for your blood. Picking up the treasure or killing the monster got you exp, which one you got more depended on which one there /was/ more of.</p><p> 3e had the same sort of vague/arbitrary non-combat xp as 2e, calling them 'story awards,' I think it was, maybe 'quest?' </p><p>4e was unique in having an actual (even, a few updates later, functional!) system for creating level-appropriate non-combat challenges that were worth as much exp as combat encounters. 5e, sadly, didn't retain anything of the sort, even as an option, though it could be adapted - BA at least leaves everyone able to contribute in such a scheme. </p><p></p><p></p><p>Heh. Yeah, if there's a fixed economy (however 'gold rush') gp = xp can work. 5e didn't go for that, though you always could. Heck, just peg 1 exp = 1 gp, don't give exp for monsters, do place monsters with treasure, on average, equal to their exp value. The exp budget becomes a gp budget. Seems simple enough at first glance. (Hey, you could only give exp for treasure 'wasted' living it up or helping out a sympathetic NPC or that you lose somehow, not on treasure spent to buy better gear or conduct spell research or the like.)</p><p></p><p>If you kill the monster but don't find the treasure, too bad. If you steal the treasure without having to fight the monster, good job.</p><p></p><p>Because, y'know, I'm sure stealing for advancement has no ethical implications...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7743386, member: 996"] Really, really depended on whether your DM tended more towards Monty Haul or Killer. Maybe there'd be a lot of treasure laying around, maybe there'd be a lot of monsters out for your blood. Picking up the treasure or killing the monster got you exp, which one you got more depended on which one there /was/ more of. 3e had the same sort of vague/arbitrary non-combat xp as 2e, calling them 'story awards,' I think it was, maybe 'quest?' 4e was unique in having an actual (even, a few updates later, functional!) system for creating level-appropriate non-combat challenges that were worth as much exp as combat encounters. 5e, sadly, didn't retain anything of the sort, even as an option, though it could be adapted - BA at least leaves everyone able to contribute in such a scheme. Heh. Yeah, if there's a fixed economy (however 'gold rush') gp = xp can work. 5e didn't go for that, though you always could. Heck, just peg 1 exp = 1 gp, don't give exp for monsters, do place monsters with treasure, on average, equal to their exp value. The exp budget becomes a gp budget. Seems simple enough at first glance. (Hey, you could only give exp for treasure 'wasted' living it up or helping out a sympathetic NPC or that you lose somehow, not on treasure spent to buy better gear or conduct spell research or the like.) If you kill the monster but don't find the treasure, too bad. If you steal the treasure without having to fight the monster, good job. Because, y'know, I'm sure stealing for advancement has no ethical implications... [/QUOTE]
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