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Lost In Translation: Adapting Fictional Characters To Games
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<blockquote data-quote="R_Chance" data-source="post: 7743147" data-attributes="member: 55149"><p style="text-align: left"></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'">The amount of treasure was, roughly, related to the level / danger of the creature. Most monsters only had treasure in their lair. A creature is generally more dangerous in its lair; we always thought of the GP / XP thing as a bonus for taking on the creature in it's lair, be it an Orc tribe or a Dragon. Monsters in their lair were on their home turf. Knowledge of terrain, traps, larger numbers, and special guards or defenses made it rough. If it was played properly. The treasure in the dungeon was usable by the monster (if possible) or incidental / a sign of how dangerous something was. The GP / XP bit made the large XP requirements to level up more attainable. Making "Lord" (a 9th level Fighter) took 240,000 XP. The XP award for a 1 HD Orc was 100 in the original booklets (typically 100 XP per level + bonuses), but this was cut in the Greyhawk Supplement. An Orc netted a whopping 10 XP iirc at that point. The adjustment for the level of XP versus the level of monster made "farming" low level creatures less viable and forced PCs to look for more level appropriate enemies. </span></span></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'">Besides, as you point out, money buys cool stuff. It could be viewed as its own reward, but in a level based game where cool stuff was tied to character level (i.e. a Fighters stronghold at 9th level) it made sense to tie GP into XP / level.</span></span></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'">All imho, of course.</span></span></p> <p style="text-align: left"><span style="color: #cccccc"><span style="font-family: 'Verdana'"></span></span></p></blockquote><p></p>
[QUOTE="R_Chance, post: 7743147, member: 55149"] [LEFT] [COLOR=#cccccc][FONT=Verdana] The amount of treasure was, roughly, related to the level / danger of the creature. Most monsters only had treasure in their lair. A creature is generally more dangerous in its lair; we always thought of the GP / XP thing as a bonus for taking on the creature in it's lair, be it an Orc tribe or a Dragon. Monsters in their lair were on their home turf. Knowledge of terrain, traps, larger numbers, and special guards or defenses made it rough. If it was played properly. The treasure in the dungeon was usable by the monster (if possible) or incidental / a sign of how dangerous something was. The GP / XP bit made the large XP requirements to level up more attainable. Making "Lord" (a 9th level Fighter) took 240,000 XP. The XP award for a 1 HD Orc was 100 in the original booklets (typically 100 XP per level + bonuses), but this was cut in the Greyhawk Supplement. An Orc netted a whopping 10 XP iirc at that point. The adjustment for the level of XP versus the level of monster made "farming" low level creatures less viable and forced PCs to look for more level appropriate enemies. Besides, as you point out, money buys cool stuff. It could be viewed as its own reward, but in a level based game where cool stuff was tied to character level (i.e. a Fighters stronghold at 9th level) it made sense to tie GP into XP / level. All imho, of course. [/FONT][/COLOR][/LEFT] [/QUOTE]
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