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<blockquote data-quote="Mannahnin" data-source="post: 8546869" data-attributes="member: 7026594"><p>Egon covered it exactly. I've never seen anyone really make the half-described ratio system based on level disparity work, though.</p><p></p><p>Personally I find the 100xp/HD figure to be quite decent for playing 1974-1975 style. It only becomes "ridiculous" if you're playing with more frequency than grownup gamers generally get to. If I was in college and playing the same campaign 4+ days a week, including marathon weekend sessions, that would no doubt be excessive. As it stands, in the OD&D games I've been playing online since the pandemic, 100xp/HD has worked pretty well to give a decent level of reward for the high risk and likely fatality rates, and give a certain amount of "consolation" xp for delves where a significant treasure haul is not found. Which is a pretty substantial percentage of the time, especially on dungeon level 1, IME. *</p><p></p><p>In my own 5TD & B/X mashup I've been running for almost two years now, I adopted a baseline of 50xp/HD, modified up or down for special abilities or weaknesses, and it's served the same purpose. It helps ensure that surviving PCs get SOME xp if they get in fights, even if they miss out on a big treasure score. But treasure remains a large majority of the total xp, and serves a fun "intermittent reinforcement" function, where players generally feel a big reward when they make a big score, and have their appetites whetted when they have a lean session.</p><p></p><p>Edit to add: *(or a huge percentage of the time if your DM undershoots on the advice to "thoughtfully place" multiple substantial hoards from Monsters & Treasure, or, gods forbid, ONLY uses the random dungeon stocking tables instead of deliberately placing substantial treasure stashes of gems and magic items on each level).</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8546869, member: 7026594"] Egon covered it exactly. I've never seen anyone really make the half-described ratio system based on level disparity work, though. Personally I find the 100xp/HD figure to be quite decent for playing 1974-1975 style. It only becomes "ridiculous" if you're playing with more frequency than grownup gamers generally get to. If I was in college and playing the same campaign 4+ days a week, including marathon weekend sessions, that would no doubt be excessive. As it stands, in the OD&D games I've been playing online since the pandemic, 100xp/HD has worked pretty well to give a decent level of reward for the high risk and likely fatality rates, and give a certain amount of "consolation" xp for delves where a significant treasure haul is not found. Which is a pretty substantial percentage of the time, especially on dungeon level 1, IME. * In my own 5TD & B/X mashup I've been running for almost two years now, I adopted a baseline of 50xp/HD, modified up or down for special abilities or weaknesses, and it's served the same purpose. It helps ensure that surviving PCs get SOME xp if they get in fights, even if they miss out on a big treasure score. But treasure remains a large majority of the total xp, and serves a fun "intermittent reinforcement" function, where players generally feel a big reward when they make a big score, and have their appetites whetted when they have a lean session. Edit to add: *(or a huge percentage of the time if your DM undershoots on the advice to "thoughtfully place" multiple substantial hoards from Monsters & Treasure, or, gods forbid, ONLY uses the random dungeon stocking tables instead of deliberately placing substantial treasure stashes of gems and magic items on each level). [/QUOTE]
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