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Worlds of Design: The Benefit of Experience
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<blockquote data-quote="R_Chance" data-source="post: 8131054" data-attributes="member: 55149"><p>Talk to Fafhrd and the Gray Mouser. Mercenary wretches and adventurers. One advantage of treasure as XP in original D&D and 1E, 2E is it's easily quantified. If deadlier monsters guard more treasure (generally true in D&D / AD&D) it's also a measure of the difficulty in overcoming your adversary. If you do away with it you have to adjust other avenues for gaining experience. 3E went for overcoming monsters, not just killing them. That works. Still, you needed GP to fill out the required "Christmas tree" of magical gear. PF exaggerated that need. So players needed to be "mercenary" to be well equipped whether it mattered for XP or not. 5E has continued the 3E arc, but cut down the Christmas tree <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I think you can give XP for defeating enemies, treasure, completing missions, and other reasons. We gave experience for exploration for example. If you want to look closely at different methods of gaining XP you could vary it by class. For example, why wouldn't a Rogue / Thief gain XP for stealing valuable items? There is a black hole here for those who want to travel down it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I favor XP for defeating (not just killing) adversaries, overcoming challenges (traps, puzzles, locked chests etc.), exploring unknown areas (new lands, ruins, even civilized places the player has never been), and "events" (fighting in a battle, getting married, completing a mission for the Duke, etc.). It should be about the characters experiencing the world and growing. A DM can do this without "hard rules", but they help. I have used different guidelines for my game over the years. It has varied a bit with the different cast of players.</p><p></p><p><em>edit</em> One clever twist I remember was in Dave Arneson's Blackmoor campaign, he gave XP for spending the treasure you acquired, different classes spent the money in different ways, and different characters had "hobbies" that allowed them to spend money iirc. That's still a good one for GP = XP imo.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 8131054, member: 55149"] Talk to Fafhrd and the Gray Mouser. Mercenary wretches and adventurers. One advantage of treasure as XP in original D&D and 1E, 2E is it's easily quantified. If deadlier monsters guard more treasure (generally true in D&D / AD&D) it's also a measure of the difficulty in overcoming your adversary. If you do away with it you have to adjust other avenues for gaining experience. 3E went for overcoming monsters, not just killing them. That works. Still, you needed GP to fill out the required "Christmas tree" of magical gear. PF exaggerated that need. So players needed to be "mercenary" to be well equipped whether it mattered for XP or not. 5E has continued the 3E arc, but cut down the Christmas tree :D I think you can give XP for defeating enemies, treasure, completing missions, and other reasons. We gave experience for exploration for example. If you want to look closely at different methods of gaining XP you could vary it by class. For example, why wouldn't a Rogue / Thief gain XP for stealing valuable items? There is a black hole here for those who want to travel down it. :) I favor XP for defeating (not just killing) adversaries, overcoming challenges (traps, puzzles, locked chests etc.), exploring unknown areas (new lands, ruins, even civilized places the player has never been), and "events" (fighting in a battle, getting married, completing a mission for the Duke, etc.). It should be about the characters experiencing the world and growing. A DM can do this without "hard rules", but they help. I have used different guidelines for my game over the years. It has varied a bit with the different cast of players. [I]edit[/I] One clever twist I remember was in Dave Arneson's Blackmoor campaign, he gave XP for spending the treasure you acquired, different classes spent the money in different ways, and different characters had "hobbies" that allowed them to spend money iirc. That's still a good one for GP = XP imo. [/QUOTE]
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