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General Tabletop Discussion
*Pathfinder & Starfinder
Why did early editions of D&D rely on Treasure for experience points?
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<blockquote data-quote="billd91" data-source="post: 6636924" data-attributes="member: 3400"><p>I'm going to disagree with some of that analysis because I think it misses important transitions from early D&D and WotC D&D.</p><p></p><p>1e AD&D awarded XP for treasure, generally a bit more than it did combat and I think ExploderWizard is right that it was neutral as to how you obtained that treasure - by exploration, by combat, or by negotiation. The point was, you got it (and you <strong>needed it</strong> because most of it went away via level-up training). Most classes had some kind of in-campaign benefit for being modestly high level that served as a campaign-oriented goal. But most XPs were obtained through gaining the reward of some kind of adventuring. In that sense, 1e also incorporates a heavy focus on overcoming challenges and thus reaping the appropriate rewards.</p><p></p><p>2e made the first shift away from that paradigm by removing XP for treasure as part of the core rule (it was called out as optional) and by adding story awards to the mix. Many of the class-based benefits of being moderately high level were retained, offering some in campaign goal to pursue. But the earning of XP was still from adventuring - overcoming opponents (killing wasn't necessary) and meeting story goals. And if my experience with 2e-era adventures is an indication, story goals were becoming a predominant way of gaining XPs in published adventures. These could come from rescuing the kidnapped princess, clearing a dungeon level, putting an end to the orc menace, whatever accomplishment the GM wanted to reward. This was also the first edition that gave you treasure that the PCs didn't necessarily know what to do with - they couldn't buy magic items (no prices in the DMG), training was optional (and mostly foregone), and there was no requirement to build a stronghold.</p><p></p><p>Then along came WotC with 3e. While there was an option for story awards (and RP awards, and other ad hoc awards), the focus did shift more to overcoming challenges that were focus in scope - encounters (which included encountered traps too). Again, you didn't need to kill the opponent, you just needed to overcome it. Most of your cash and any other rewards you gained via adventuring (and overcoming those challenges) was expected to be reinvested in your PC's abilities via magic items. There were very few in-campaign benefits of rising in level - you had to specifically purchase things like Leadership as a feat and building a stronghold (if you decided to not invest in personal power-ups) gained you little benefit.</p><p>I would argue this is probably D&D as a lot of people played it in 1e/2e anyway (something I feel explains a lot of 3e design choices, by the way). Not everyone was interested in gaining a set of followers by building a stronghold or temple or whatever, so I see the differences a bit less starkly on those grounds.</p><p>I do agree that what a character could accomplish mechanically became a more important aspect of play and advancement - in large part because there was now so many options available that were all on the table. Previously, mechanical differentiation past about 9th level or so was mainly for spellcasters gaining new spells. Now, with the easy availability of items to gain new abilities and feats, everyone gets to mess about with it and it draws a lot of focus. Hell, even so-called "dead" levels became a subject of much consternation - a concern that barely existed before 3e.</p><p></p><p>4e was much the same as 3e but with more emphasis on story or quest awards. Money was still pretty much expected to be reinvested in personal powerups.</p><p></p><p>5e returns us more to the 2e state of affairs. Treasure gained isn't immediately sucked away for training. It isn't expected to be invested as power-ups. But there aren't that many inducements to spend it on class-specific stuff either. The players really do have carte blanche to decide what, if anything, they want to do with their wealth. For some, it lessens the point of playing (or at least of gaining treasure). To others, it returns the point of playing for the experience of playing rather than pursuing power-ups.</p></blockquote><p></p>
[QUOTE="billd91, post: 6636924, member: 3400"] I'm going to disagree with some of that analysis because I think it misses important transitions from early D&D and WotC D&D. 1e AD&D awarded XP for treasure, generally a bit more than it did combat and I think ExploderWizard is right that it was neutral as to how you obtained that treasure - by exploration, by combat, or by negotiation. The point was, you got it (and you [b]needed it[/b] because most of it went away via level-up training). Most classes had some kind of in-campaign benefit for being modestly high level that served as a campaign-oriented goal. But most XPs were obtained through gaining the reward of some kind of adventuring. In that sense, 1e also incorporates a heavy focus on overcoming challenges and thus reaping the appropriate rewards. 2e made the first shift away from that paradigm by removing XP for treasure as part of the core rule (it was called out as optional) and by adding story awards to the mix. Many of the class-based benefits of being moderately high level were retained, offering some in campaign goal to pursue. But the earning of XP was still from adventuring - overcoming opponents (killing wasn't necessary) and meeting story goals. And if my experience with 2e-era adventures is an indication, story goals were becoming a predominant way of gaining XPs in published adventures. These could come from rescuing the kidnapped princess, clearing a dungeon level, putting an end to the orc menace, whatever accomplishment the GM wanted to reward. This was also the first edition that gave you treasure that the PCs didn't necessarily know what to do with - they couldn't buy magic items (no prices in the DMG), training was optional (and mostly foregone), and there was no requirement to build a stronghold. Then along came WotC with 3e. While there was an option for story awards (and RP awards, and other ad hoc awards), the focus did shift more to overcoming challenges that were focus in scope - encounters (which included encountered traps too). Again, you didn't need to kill the opponent, you just needed to overcome it. Most of your cash and any other rewards you gained via adventuring (and overcoming those challenges) was expected to be reinvested in your PC's abilities via magic items. There were very few in-campaign benefits of rising in level - you had to specifically purchase things like Leadership as a feat and building a stronghold (if you decided to not invest in personal power-ups) gained you little benefit. I would argue this is probably D&D as a lot of people played it in 1e/2e anyway (something I feel explains a lot of 3e design choices, by the way). Not everyone was interested in gaining a set of followers by building a stronghold or temple or whatever, so I see the differences a bit less starkly on those grounds. I do agree that what a character could accomplish mechanically became a more important aspect of play and advancement - in large part because there was now so many options available that were all on the table. Previously, mechanical differentiation past about 9th level or so was mainly for spellcasters gaining new spells. Now, with the easy availability of items to gain new abilities and feats, everyone gets to mess about with it and it draws a lot of focus. Hell, even so-called "dead" levels became a subject of much consternation - a concern that barely existed before 3e. 4e was much the same as 3e but with more emphasis on story or quest awards. Money was still pretty much expected to be reinvested in personal powerups. 5e returns us more to the 2e state of affairs. Treasure gained isn't immediately sucked away for training. It isn't expected to be invested as power-ups. But there aren't that many inducements to spend it on class-specific stuff either. The players really do have carte blanche to decide what, if anything, they want to do with their wealth. For some, it lessens the point of playing (or at least of gaining treasure). To others, it returns the point of playing for the experience of playing rather than pursuing power-ups. [/QUOTE]
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Why did early editions of D&D rely on Treasure for experience points?
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