D&D 5E My D&D Next Wishlist: Bring back XP for GP!

Read your statement and maybe you should stop wondering why a lot of DMs think players have an overdeveloped sense of entitlement.

Yes, because it's totally unreasonable to think that a reasonable plan will succeed fairly often. Not all the time, of course, but, most of the time. Unlike how some DM's run the game where any plan will automatically fail because the DM doesn't want the players to ever succeed. Any plan which does succeed once will automatically be countered the next time in a never ending spiral of new and improved challenges, which the DM has a never ending supply of.

Hey, Mr. DM. You win D&D. Congratulations.
 

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I am not saying the system is perfect at all levels, but (to my surprise) AD&D generally has a far tighter wizard/fighter balance than 3e, IME. Spell disruption is a lot harsher, you get fewer per day, spells take a while to cast, and there are very tight rules for learning new ones. (Also, HP inflation is not nearly so bad, if you actually roll for HPs.) It's just as expensive to be a wizard!

As for the values... Well, you have only a 5% chance of rod/staff/wand, and a 15% chance of a scroll. OTOH, you have a 40% chance of armor or weapon (usually a sword). The remainder are potions, rings, and miscellaneous magic, which vary in their usefulness. So there's somewhere around twice the chance to find something for Fighty McFighterson, and odds are he'll get to sell a lot of those (for much more XP) once he has his own Sword +1!

-O

I agree with you in theory, it's just in practice it rarely worked in my experience the way you are saying, especially when usuing published adventures. The loot tended to skew those guidelines. I did find it tighter in balance than 3E also.
 

Yes, because it's totally unreasonable to think that a reasonable plan will succeed fairly often. Not all the time, of course, but, most of the time. Unlike how some DM's run the game where any plan will automatically fail because the DM doesn't want the players to ever succeed. Any plan which does succeed once will automatically be countered the next time in a never ending spiral of new and improved challenges, which the DM has a never ending supply of.

Hey, Mr. DM. You win D&D. Congratulations.

It really has to be the extremes for you doesn't it? People post that not everything always works, so you have to come back with it never working. Or that the DM is simply screwing over the characters. It's never the DM imposing some reasonable limits or consequences on PC actions or discouraging choices.
 

It really has to be the extremes for you doesn't it? People post that not everything always works, so you have to come back with it never working. Or that the DM is simply screwing over the characters. It's never the DM imposing some reasonable limits or consequences on PC actions or discouraging choices.

LOL

I posted that we would strip mine dungeons and got told that we simply "glossed over" realism or anything resembling "reasonable limits". When I posted about how we would actually plan for these things - making camps some distance away, clearing dungeons entirely, spending some time making sure that we didn't miss anything - I get told that I'm cheating and that I should "go back and read the AD&D DMG again".

Heck, go back to the old Quasqueton thread about XP and gold rewards in the GDQ series of modules and you see EXACTLY the same argument there as you do here. That players would never actually be able to extract the gold from these dungeons, so, it was never a problem. That "old school" play was about avoiding encounters and that was somehow promoted by the rules.

When it's pointed out that the rules actually promote strip mining and Greyhawking (xp for gold means that you kill and sell EVERYTHING - weak monsters means you can actually DO that), I get told that I'm playing it wrong.

See, because if you're not actively screwing over the players, there's no reason why they aren't strip mining the dungeon. It makes too much sense to do it that way. Leave stuff behind? Why? Avoid encounters? Why? That's just leaving money on the table for no good reason.

Unless, of course, the DM continuously stacks the deck more and more against the players, and continues flogging until morale improves.

If strip mining works sometimes, then fair enough - it works. Don't then turn around and tell me that it never works, because that's exactly what I got told here.
 

I posted that we would strip mine dungeons and got told that we simply "glossed over" realism or anything resembling "reasonable limits".

Because you most likely did.
It sounds to me that you are convinced that your plans always work and are always the best.

"I strip the dungeon of everything and sell it for gold"
"There is currently no demand for doors and tables in the next city, especially as the furniture you recover from the dungeon is not in the best condition. Also the blacksmith doesn't need broken armor made for goblins as he can not repair and sell them and is also not that desperate for iron. But you can trade the lantern for a chicken"
"YOU ARE SABOTAGING MY PLAN! BAD DM!"
 
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When it's pointed out that the rules actually promote strip mining and Greyhawking (xp for gold means that you kill and sell EVERYTHING - weak monsters means you can actually DO that), I get told that I'm playing it wrong.

See, because if you're not actively screwing over the players, there's no reason why they aren't strip mining the dungeon. It makes too much sense to do it that way. Leave stuff behind? Why? Avoid encounters? Why? That's just leaving money on the table for no good reason.

Unless, of course, the DM continuously stacks the deck more and more against the players, and continues flogging until morale improves.

Maybe you're getting that reaction because you guys weren't paying attention to this:

1e DMG said:
Gold Pieces: Convert all metal and gems and jewelry to a total value in gold pieces. If the relative value of the monster(s) or guardian device fought equals or exceeds that of the party which took the treasure, experience is awarded on a 1 for 1 basis. If the guardian(s) was relatively weaker, award experience on a 5 g.p. to 4 x.P., 3 to 2,2 to 1,3 to 1, or even 4 or more to 1 basis according to the relative strengths. For example, if a 10th level magic-user takes 1,000 g.p. from 10 kobolds, the relative strengths are about 20 to 1 in favor of the magic-user. (Such strength comparisons are subjective and must be based upon the degree of challenge the Dungeon Master had the monster(s) pose the treasure taker.)

If you're strip mining the dungeon after you've cleared out the guardians and traps - what's the challenge? The remaining treasure is worth pretty much nothing.

It's fair to skip over that rule, not everybody plays with every rule or guideline. But it's also fair to impose it as the DM. It's also fair to skew the local economy with hyperinflation, deflation of the value of plunder being sold, or to enforce local laws that restrict the sale of weapons and armor. That is not flogging the players.
 

What this all boils down to is: what behavior do you want to encourage? That's what you reward.

Treasure is an in-game inherent reward, in that it either adds power or can be exchanged for things that are useful.

XP are a meta-game reward that the DM hands out as a reward for "good play", that can then be converted to character power, by leveling up, or in some versions of the game by conversion to spells or magic items. It's up to the game rules and the DM to define "good play", though. There should probably be multiple suggestions for XP systems, to enable DMs to encourage different types of behavior.

Want to encourage cautious play and resource recovery? Award XP for treasure recovered.
Want to encourage killing monsters? Award XP for monsters killed.
Want to encouraging fighting, finding traps, casting spells, praying? Award XP for those activities.
Want to encourage exploration? Award XP for new areas uncovered.
Want to encourage role play? Award XP for in-character conversation and activity.
Want to encourage good manners? Award XP for bringing snacks for the group.

The possibilities are infinite. What behavior do you want to reward?
 

LOL

I posted that we would strip mine dungeons and got told that we simply "glossed over" realism or anything resembling "reasonable limits". When I posted about how we would actually plan for these things - making camps some distance away, clearing dungeons entirely, spending some time making sure that we didn't miss anything - I get told that I'm cheating and that I should "go back and read the AD&D DMG again".

Heck, go back to the old Quasqueton thread about XP and gold rewards in the GDQ series of modules and you see EXACTLY the same argument there as you do here. That players would never actually be able to extract the gold from these dungeons, so, it was never a problem. That "old school" play was about avoiding encounters and that was somehow promoted by the rules.

When it's pointed out that the rules actually promote strip mining and Greyhawking (xp for gold means that you kill and sell EVERYTHING - weak monsters means you can actually DO that), I get told that I'm playing it wrong.

See, because if you're not actively screwing over the players, there's no reason why they aren't strip mining the dungeon. It makes too much sense to do it that way. Leave stuff behind? Why? Avoid encounters? Why? That's just leaving money on the table for no good reason.

Unless, of course, the DM continuously stacks the deck more and more against the players, and continues flogging until morale improves.

If strip mining works sometimes, then fair enough - it works. Don't then turn around and tell me that it never works, because that's exactly what I got told here.

Here's why you should re-read your AD&D DMG, and this wasn't meant to be an insult, demeaning, or superior. It's because all you arguements were countered before you ever made them.

You want to head off to the dungeon with a wagon and mule.

Fine, but like I pointed out, the terrain surrounding a dungeon isn't always going to be wagon friendly. In fact, it will likely be hostile territory. No roads. Thick, over grown brush. Mountainous. Waist deep snow. Inside a volcano. In a swamp...etc, etc. It's perfectly reasonable that a DM would say you can't drive a wagon to every adventure location, and he's not screwing the players, he's making a very reasonable and logical ruling. That dungeons are most often in inaccessible and exotic locations is pretty basic - it's why it's an adventure to go to them.

Take the wagon apart you say. Excellent solution. Except now your tool to transport sellable goods that would be beyond your encumbrance limits has become encumbrance itself. Why would you even bring a wagon if you had the capability to carry such a huge load? That capability would have been better spent carry the treasure itself.

Bring mules into the dungeon you say. How much trouble is that? This train of mules can walk up stairs? Climb ladders? Jump off ledges? Cross rope bridges? Jump over exposed pit traps? They don't mind suddenly having deadly monsters around them? Fireballs exploding near them? Bolts of lightning? No morale checks? No animal handling checks? They have stealth capabilities when the party needs to sneak? They're capable of hiding when the encounter the party would like to avoid pops up? They conveniently disappear when cpmbat starts so they're garunteed to survive? Centaur player characters were required to make saves every day spent in a dungeon because they were psychologically adverse to being underground. But pack animals with their animal intelligence are more willing?

Leave the mules with your henchmen, camped 5 miles away. Because random encounters only happen when the pcs are present? Because the hired goons would never consider taking off with their pay and selling the horses, mules and wagons? No, of course not, because contrary to the first 5 minutes of Raiders of the Lost Ark, hirelings NEVER betray their employers. Especially when they're expected to spend a week or so in the wilderness surrounded by monsters they're too weak to fight.

Which of those is an unreasonable question for a DM to ask and respond to with a reasonable consequence? How is a DM screwing a player, or being overbearing, when they follow up the players solution to a problem with a logical consequence?

Also reasonable is the DM curtailing that gp for xp accumulation by limiting the player's efforts by telling them that none of the local merchants want to buy their second hand dungeon dressing. Or even that the accumulation of gold acquired from such scroungings are signicant enough to count as xp. Or that they'd manage to hold onto it. There's actually a couple of lines in the excerpt on treasure and economics last week that relate to a party's finances.

Should every solution the players devise be neutered by the DM? No. But a weak solution should be. And a solution that creates more problems than it solves most definately should be. Hence the expression "Out of the fire, into the frying pan."

And if you think that's unreasonable, from the AD&D DMG, pg 86:

"Experience points are merely an indicator of the character's progress towards greater proficency in his or her chosen profession. UPWARD PROGRESS IS NEVER AUTOMATIC. Just because Neil Nimblefingers, Rogue of the Theives Guild has managed to acquire 1,251 exprerience points does NOT mean that she suddenly becomes Neil Nimblefingers the Footpad. The gaining of sufficient experience points is necessary to indicate that a character is eligible to gain a level of experience, but the actual award is a matter for you, the DM, to decide."

So if you're concerned about a DM actively trying to screw over players, try a DM who refuses level gaining to a PC because they don't feel the character did enough to warrant advancement despite their xp total.

XP for GP, XP for quests, XP for RP, XP for defeating monsters, ultimately it's all the DM's perogative.

XP for GP is just an additional tool for the DM to use, and can be used to create a campaign where adventurers are first and foremost treasure hunters. Or just give the players an xp boost for a well played encounter.

Yes, XP for GP can be abused by players, which doesn't make it any different that many other rules. In the end though it's up to the DM to step up, step in, and stop dead those sorts of abuses.
 
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The possibilities are infinite. What behavior do you want to reward?

I've found I get a bad taste in my mouth, when anything requires me as DM to "sit in judgement" of player behaviour. I have set up various xp systems - some objective (adventure goals), some subjective (in White Wolf style, for player actions that cause drama, interest or comedy).

But nowadays, I reward with xp: Nothing. I don't grant xp based directly on player or PC behaviour, nor on anything mechanical. I tend to give level ups based on reaching adventure goals, but don't see it as a reward system, more of a pacing so that the game changes over time, and stays fresh.

I think that granting xp based on nothing is consistent with rewarding "enjoying the game for its own sake" - i.e. if there's nothing that a player can do to make me give the PC more (or less) xp, they must decide for themselves what behaviour they find most rewarding for its own sake. As always, YMMV, or YGMMV . . .
 
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Because you most likely did.
It sounds to me that you are convinced that your plans always work and are always the best.

"I strip the dungeon of everything and sell it for gold"
"There is currently no demand for doors and tables in the next city, especially as the furniture you recover from the dungeon is not in the best condition. Also the blacksmith doesn't need broken armor made for goblins as he can not repair and sell them and is also not that desperate for iron. But you can trade the lantern for a chicken"
"YOU ARE SABOTAGING MY PLAN! BAD DM!"

Yet it's funny how the broken armor made by goblins protects the goblins every bit as well as any other armor. Yet, apparently is of such shoddy quality that it cannot be sold.

Yeah, thanks for proving my point.
 

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