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Why did early editions of D&D rely on Treasure for experience points?

Early TSR D&D featured play objectives that were based in the game world. Gaining power and political influence, commanding armies, becoming the master of a thieves or mages guild, etc.
4e was much the same as 3e but with more emphasis on story or quest awards.
4e builds the sorts of things ExploderWizard refers to into the core of its PC progression rules, via paragon paths and epic destinies.
 

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In the extreme case of a DM running a very tight ship, employing chargen of 4d6 drop 1 and watching it to prevent cheating, giving out treasure only as indicated by the treasure types (and even then putting a finger on the scale to stop potent items from appearing at low level), fully leveled up as a RBDM, and not running Unearthed Arcana, 1e was very deadly indeed.

Uhm, extreme case? How about 3d6-in-order?
Try playing sandbox Labyrinth Lord with 3d6 in order, rolled hp, a ban on hiring henchmen
(or dogs), death at 0 hp, and equipment tables that start your 3 hp Cleric in studded leather...
now that's tough. :D
 

Uhm, extreme case? How about 3d6-in-order?

Never actually saw it in play, and it's not actually recommended by the DMG (indeed, it's recommended against). So for me it would be a made up extreme case, which rather defeats the point. Otherwise sure, I've seen rolled hp, death at 0hp and bad rolls to random starting wealth the force you into low quality armor. But...

a ban on hiring henchmen (or dogs)

Ok, that's just a jerk move.
 

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Never actually saw it in play, and it's not actually recommended by the DMG (indeed, it's recommended against). So for me it would be a made up extreme case, which rather defeats the point. Otherwise sure, I've seen rolled hp, death at 0hp and bad rolls to random starting wealth the force you into low quality armor. But...



Ok, that's just a jerk move.

3d6 in order was a method only recommended in OD&D and B/X. For the most part, the DMs who used it in AD&D were probably just carrying over what they remembered from OD&D or Basic. It works fine in the basic game where characters are quickly generated for play instead of created for an already desired concept. That is pretty much why the method worked for the basic game. The beginning of play was more " hey lets find out what I'm playing this time" instead of " I want to create THIS."

Predetermined characters and random chargen do not usually mix well.

As far as limitations on henchmen are concerned, B/X suggests not letting beginning players hire retainers for fear of them being used as a crutch. I tend to agree with that largely if the caution is taken literally. Beginning players not necessarily beginning characters. Once players are experienced at the game I don't see any reason to artificially limit hirelings for 1st level characters. For the most part, it is starting wealth that prevents players from affording many mercenaries or dogs for their first adventure.
 


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