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OSR/older D&D and XP from gold - is there a "proper" alternative?
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<blockquote data-quote="DammitVictor" data-source="post: 8349910" data-attributes="member: 6750908"><p>The reason XP for HP sucks is that it warps the reward structure of the game away from <em>completing the adventure</em> and <em>accomplishing your goals</em> to... you know, nonstop murder. XP for GP mostly works, because whatever else you want to encourage your players to do, you can simply have someone rich and powerful offer to pay them to do it. Done and dusted.</p><p></p><p>Of course, you're right, because equating wealth with advancement warps the reward structure of the game around acquiring wealth-- possibly at the expense of other party members. If you're not trying to run D&D like an open-ended boardgame with a high score table, it would be undesirable if your players picked up on it and started... well, doing exactly what you just described.</p><p></p><p>If you want to encourage goal-oriented and team-oriented gameplay, the reward structure should... <em>reward</em> players for advancing the team's goals. I'm not aware of any D&D-adjacent game that does this as well as Iron Crown Enterprises' <em>High Adventure Role Playing</em>, or HARP; in HARP, the party has a shared goal, and each party member has 2-4 personal goals, and the XP structure is based (individually) on either advancing or completing those goals.</p><p></p><p>HARP awards larger XP totals for pursuing party goals, to encourage teamwork. I would be inclined not to do that, because encouraging (purely IC) intraparty strife is something I view as part of my responsibilities as Dungeon Master. But it's... not difficult to adjust the ratio of party:individual XP rewards to encourage the desired amount of tension between them.</p><p></p><p>Unfortunately, if you're running 5e, I don't know enough about the XP system or how often PCs are expected to level to give you rough numbers... but basically, if you break it down by # of encounters and # of sessions per level, you can pretty easily translate that into an XP reward based on a rough estimate of how much a given accomplishment brings the party (or the PC) to a stated goal.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 8349910, member: 6750908"] The reason XP for HP sucks is that it warps the reward structure of the game away from [I]completing the adventure[/I] and [I]accomplishing your goals[/I] to... you know, nonstop murder. XP for GP mostly works, because whatever else you want to encourage your players to do, you can simply have someone rich and powerful offer to pay them to do it. Done and dusted. Of course, you're right, because equating wealth with advancement warps the reward structure of the game around acquiring wealth-- possibly at the expense of other party members. If you're not trying to run D&D like an open-ended boardgame with a high score table, it would be undesirable if your players picked up on it and started... well, doing exactly what you just described. If you want to encourage goal-oriented and team-oriented gameplay, the reward structure should... [I]reward[/I] players for advancing the team's goals. I'm not aware of any D&D-adjacent game that does this as well as Iron Crown Enterprises' [I]High Adventure Role Playing[/I], or HARP; in HARP, the party has a shared goal, and each party member has 2-4 personal goals, and the XP structure is based (individually) on either advancing or completing those goals. HARP awards larger XP totals for pursuing party goals, to encourage teamwork. I would be inclined not to do that, because encouraging (purely IC) intraparty strife is something I view as part of my responsibilities as Dungeon Master. But it's... not difficult to adjust the ratio of party:individual XP rewards to encourage the desired amount of tension between them. Unfortunately, if you're running 5e, I don't know enough about the XP system or how often PCs are expected to level to give you rough numbers... but basically, if you break it down by # of encounters and # of sessions per level, you can pretty easily translate that into an XP reward based on a rough estimate of how much a given accomplishment brings the party (or the PC) to a stated goal. [/QUOTE]
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