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OSR/older D&D and XP from gold - is there a "proper" alternative?
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<blockquote data-quote="amethal" data-source="post: 7459369" data-attributes="member: 22784"><p>If you want "realistic" experience then I think your best bet is just to throw out the Gold=XP idea.</p><p></p><p>But if you just want to tweak the Gold=XP a bit, one rule that might work is that you only get XP from Gold when you spend it. It might then become obvious if one character has been spending too much.</p><p></p><p>However, if I was worried about the "stealing from the party" scenario I'd just ask my players not to do it. If, for some reason, that does not work for your group, then you could award XP on a group basis - everybody gets a share of the XP from the diamonds the thief has palmed, even though they don't officially even know they exist.</p><p></p><p>It doesn't really matter what basis you allocate XP - the gold is just a proxy here - so long as everyone knows what the basis is and can make rational "risk vs reward" decisions. A DM who stuck a 5 gp bowl at the end of the Tomb of Horrors <em>without giving the players a reasonable chance to realise ahead of time that they were most likely risking their characters for nothing</em> is a bad DM. </p><p></p><p>It very much doesn't work for all situations. I think you are better off not running certain adventures if they don't fit your XP system.</p><p></p><p>The characters in the Zombie Siege will be asking "what is in it for us?" and if the answer is "nothing" then don't run it. However, if the Zombie Siege is the direct result of the choices the characters have previously made - they were warned not to loot the tomb of the Necromancer, as the tomb's undead guardians are relentless in recovering pilfered goods - then it becomes fair game.</p><p></p><p>In my games, I don't bother with XP. Characters level after reaching milestones, and if they haven't reached a milestone for a while (for whatever reason, although getting sidetracked is the usual one) then they level anyway. It works for our group because there is no behaviour I am seeking to encourage - not even turning up for the session (absent players get full XP) as playing the game is considered to be its own reward.</p></blockquote><p></p>
[QUOTE="amethal, post: 7459369, member: 22784"] If you want "realistic" experience then I think your best bet is just to throw out the Gold=XP idea. But if you just want to tweak the Gold=XP a bit, one rule that might work is that you only get XP from Gold when you spend it. It might then become obvious if one character has been spending too much. However, if I was worried about the "stealing from the party" scenario I'd just ask my players not to do it. If, for some reason, that does not work for your group, then you could award XP on a group basis - everybody gets a share of the XP from the diamonds the thief has palmed, even though they don't officially even know they exist. It doesn't really matter what basis you allocate XP - the gold is just a proxy here - so long as everyone knows what the basis is and can make rational "risk vs reward" decisions. A DM who stuck a 5 gp bowl at the end of the Tomb of Horrors [I]without giving the players a reasonable chance to realise ahead of time that they were most likely risking their characters for nothing[/I] is a bad DM. It very much doesn't work for all situations. I think you are better off not running certain adventures if they don't fit your XP system. The characters in the Zombie Siege will be asking "what is in it for us?" and if the answer is "nothing" then don't run it. However, if the Zombie Siege is the direct result of the choices the characters have previously made - they were warned not to loot the tomb of the Necromancer, as the tomb's undead guardians are relentless in recovering pilfered goods - then it becomes fair game. In my games, I don't bother with XP. Characters level after reaching milestones, and if they haven't reached a milestone for a while (for whatever reason, although getting sidetracked is the usual one) then they level anyway. It works for our group because there is no behaviour I am seeking to encourage - not even turning up for the session (absent players get full XP) as playing the game is considered to be its own reward. [/QUOTE]
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