I'm not a fan of this idea. There's a few holes.
1. It encourages players to steal anything and everything, sell anything that isn't money, steal their goods back, and resell the stolen goods.
2. It encourages players to do everything for money and nothing for good.
3. It encourages players to set up extortion rackets.
4. It encourages players to bribe the BBEG into paying them tribute in return for not having to get into a fight.
5. It encourages players to seek positions of authority and jack up taxes.
6. It encourages players to take part in every form of unethical business practice in existence.
7. It encourages players to save valuable things before they save people.
In essence, it turns your players into a bunch of Ferengi.
2. It encourages players to do everything for money and nothing for good.
• Incidental treasure or hoards significantly below the party’s level don’t provide any bonus XP.
• Normal treasure hoards (one treasure roll on a table matching the party’s average level) count as milestones. Award bonus XP to the PCs equal to the XP they would receive for defeating an easy encounter of their level.
• Exceptional treasure hoards (multiple rolls on a table matching the party’s average level, or one roll on a table significantly above the party’s average level) count as major milestones. Award bonus XP equal to the XP the PCs would receive for defeating a hard encounter of their level.
I know there are a few threads on this subject, but none that actually discusses the practical do's and dont's of an actual such campaign. So let me describe one way to do it, and you can comment on what you think will work well and less well.
This assumes a sandbox type of campaign, where you explore the map and involve yourself wherever you like. And walk away from anything you don't like to do.
The party gains no XP from me, the DM. Instead the rule is:
Every gp spent on carousing gives you 1 xp.
"Carousing" should be taken in its widest sense. I just dislike the term "downtime". So you can spend gold on building a church, or attend fighting school, or build a wizard's tower, or set up a thief's guild. Whatever. Or you can simply buy beers and wenches for thousands of gold, I'm no judge.
Spend 1 gp, gain 1 xp.
...
If you choose to save the princess instead of grabbing the gold you dont level! Hard time will come for paladin.
I'm not a fan of this idea.
On the other hand, something like this really works well for when a player want to try out the "rogue with a heart of gold" archetype. That is, helping those villagers even with little or no xp is a real sacrifice. All those movie characters that do go along and help out but are pissed about it - now we know why they're so upsetI think this is a very interesting idea and I'd like to see how it plays out in practice.
The only downside I can see is that gives incentive for the PC's to be very mercenary - you don't save the village unless you know up front you are being paid or the monsters/bad guys have wealth/magic items.
You could even make the argument that creating a treasure hunt IS equal to squandering it on other things...though burying your gold and making a eleborate map woeld give more xp then spening the gold
Yes.That is pretty much the reason why the Primeval Thule game suggests the rule.It encourages a mercenary style of play that is closer to the pulp books about Conan and Thongor and so on.