Testament
First Post
MerricB said:Indeed. I like XP for gold.
However, the game is no longer *all* about tomb robbing. That's the flaw in including the mechanic. There are a lot of games that don't really go near the dungeon - especially the megadungeons of the early game.
For an adventure like the Red Hand of Doom, it's all about protecting civilisation from the barbarian horde. You're not there extorting the townsfolk for their possessions, which is what the XP for gold line would encourage.
Cheers!
Therein lies the issue with it. What happens when you're doing a wilderness adventure, what constitutes 'grabbing the loot'. And things could easily turn into a XP farm when the party gets teleportation or other travel based magic. I don't want the party becoming bank robbers as a way of securing a level before they go on a tough adventure!