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XP as Cash for Items and Spells
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<blockquote data-quote="ender_wiggin" data-source="post: 2970625" data-attributes="member: 21629"><p>An issue came up between in one of my games regarding the use of XP to fuel the creation of magical items. One of my players feels that xp should not be used (in compensation for raised material cost, increased time, etc). I feel that this is not the best idea.</p><p></p><p>The two sides of the issue are pretty simple.</p><p></p><p>(a) XP for items is good. From a narrative standpoint, it really forces the characters to continually "be out there" doing things, rather than spending the vast majority of their time indoors inactive. Of course, I'm confident enough of my DMing abilities to pull them out anyway, but a stubborn player can be stubborn. And a mid-level abusive player, of course, can do all sorts of unruly things. We agree that this may become a problem. "If it's a rule I'll use it," he says.</p><p></p><p>(b) XP for items is bad. If a sorcerer spends some time crafting wands of magic missile, he could go down a level and forget how to cast fireball, no? But if a carpenter is skilled at building houses, and he does a few side projects to build cabinets, he doesn't forget how to build a house does he? Even if the word "XP" is changed to something more abstract and subtle, like "karma", the problem still persists, as players (this player, particularly) is uncomfortable with giving up previous experience to simple but much needed items like scrolls. </p><p></p><p>There have been a number of avenues we've already taken but I'd like something refreshing on the subject.</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="ender_wiggin, post: 2970625, member: 21629"] An issue came up between in one of my games regarding the use of XP to fuel the creation of magical items. One of my players feels that xp should not be used (in compensation for raised material cost, increased time, etc). I feel that this is not the best idea. The two sides of the issue are pretty simple. (a) XP for items is good. From a narrative standpoint, it really forces the characters to continually "be out there" doing things, rather than spending the vast majority of their time indoors inactive. Of course, I'm confident enough of my DMing abilities to pull them out anyway, but a stubborn player can be stubborn. And a mid-level abusive player, of course, can do all sorts of unruly things. We agree that this may become a problem. "If it's a rule I'll use it," he says. (b) XP for items is bad. If a sorcerer spends some time crafting wands of magic missile, he could go down a level and forget how to cast fireball, no? But if a carpenter is skilled at building houses, and he does a few side projects to build cabinets, he doesn't forget how to build a house does he? Even if the word "XP" is changed to something more abstract and subtle, like "karma", the problem still persists, as players (this player, particularly) is uncomfortable with giving up previous experience to simple but much needed items like scrolls. There have been a number of avenues we've already taken but I'd like something refreshing on the subject. Any thoughts? [/QUOTE]
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XP as Cash for Items and Spells
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