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<blockquote data-quote="teitan" data-source="post: 9060552" data-attributes="member: 3457"><p>There is a flaw in the arguments made with this, it assumes the players in older editions find all the treasure and they figured out how to get it all OUT of the dungeons they are exploring. Unlike 3.x to 5e where it is raw experience points for overcoming the encounter, treasure as XP is only given if you get it out of the dungeon and actually find it. In practice most treasure was not found and most, by the rules, did not escape the dungeon with the players. In AD&D magic items did not award XP for their GP value unless they were sold:</p><p></p><p>"Magic items gained and retained have only a low experience point value, for they benefit the character through their use. Magic items gained and sold immediately are treated as gold pieces, the selling price bringing an award in experience on the stated one for one basis" -Gygax AD&D PHB pg 106</p><p></p><p>Also:</p><p></p><p>"When the adventure is over, the DM gives experience points to the surviving characters. Experience points (abbreviated XP, as ep stands for electrum pieces) are given for non-magical treasure and for defeating monsters. For every 1 gp value of non-magical treasure the characters recover, the DM should give 1 XP to the party (this will be divided among all the player characters). Experience points are not given for magic items."</p><p></p><p>The example in the link provided is giving XP for the magic items, greatly bumping the XP award given on top of the assumption the party will recover all the treasure and kill or encounter all the monsters in the dungeon. In much larger dungeons than generally experienced in 3.x and later editions. So levelling COULD be as fast but in general was, being generous, about half as fast as 3.x</p></blockquote><p></p>
[QUOTE="teitan, post: 9060552, member: 3457"] There is a flaw in the arguments made with this, it assumes the players in older editions find all the treasure and they figured out how to get it all OUT of the dungeons they are exploring. Unlike 3.x to 5e where it is raw experience points for overcoming the encounter, treasure as XP is only given if you get it out of the dungeon and actually find it. In practice most treasure was not found and most, by the rules, did not escape the dungeon with the players. In AD&D magic items did not award XP for their GP value unless they were sold: "Magic items gained and retained have only a low experience point value, for they benefit the character through their use. Magic items gained and sold immediately are treated as gold pieces, the selling price bringing an award in experience on the stated one for one basis" -Gygax AD&D PHB pg 106 Also: "When the adventure is over, the DM gives experience points to the surviving characters. Experience points (abbreviated XP, as ep stands for electrum pieces) are given for non-magical treasure and for defeating monsters. For every 1 gp value of non-magical treasure the characters recover, the DM should give 1 XP to the party (this will be divided among all the player characters). Experience points are not given for magic items." The example in the link provided is giving XP for the magic items, greatly bumping the XP award given on top of the assumption the party will recover all the treasure and kill or encounter all the monsters in the dungeon. In much larger dungeons than generally experienced in 3.x and later editions. So levelling COULD be as fast but in general was, being generous, about half as fast as 3.x [/QUOTE]
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