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XP for gold 5th Edition campaign
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<blockquote data-quote="Bacon Bits" data-source="post: 6990483" data-attributes="member: 6777737"><p>My only criticisms are:</p><p></p><p>1. I makes magic items readily accessible by claiming that losing XP makes up for increased power. That argument didn't work at all in 3.x, and I don't see why that should change. Given that a <em>+1 weapon</em> is essentially equivalent to <strong>four</strong> experience levels (the number of levels required to get +2 to an attribute) I find that argument difficult to sustain.</p><p></p><p>2. It discourages altruistic PCs. Even if you allow tithes and donations to substitute for carousing, character advancement is driven by the accumulation of wealth. This style wouldn't work if, for example, you were trying to run a campaign modeled after Lord of the Rings or Star Wars where the ultimate goal has nothing to do with wealth at all. That means you need to structure the campaign around the fact that character advancement requires wealth. That's not going to be every campaign.</p><p></p><p>3. It requires access to a place to expend wealth during downtime. If you're stuck wandering around the wilderness or plane-hopping, you're unable to advance. If there's a time limit hanging over the PCs head, you're unable to advance. Again, you must structure your campaign to allow for downtime, and allow for the ability to spend wealth -- often <em>absurdly large</em> amounts of wealth as levels increase. You'd be making the Count of Monte Cristo look like a chump.</p><p></p><p>4. It encourages PvP. Since wealth is transferable and XP isn't, it encourages players to steal from each other, lie about treasure, etc. Great for a pirate campaign, maybe, but not all the time.</p><p></p><p>5. Treasure disbursing is a lot more difficult for the DM. In 5e, you really only have to think about gold until players have about 2,000 gp each. At that point, they can essentially buy everything they could want. You can let them find troves with tens of thousands of gp, and there's really no problem with that because it doesn't translate directly or easily to more character power. This eliminates that benefit.</p><p></p><p>I can see it being fun for a specific campaign, or even for one or two adventures in a campaign, but I think that it wouldn't work well a lot of the time.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 6990483, member: 6777737"] My only criticisms are: 1. I makes magic items readily accessible by claiming that losing XP makes up for increased power. That argument didn't work at all in 3.x, and I don't see why that should change. Given that a [I]+1 weapon[/I] is essentially equivalent to [B]four[/B] experience levels (the number of levels required to get +2 to an attribute) I find that argument difficult to sustain. 2. It discourages altruistic PCs. Even if you allow tithes and donations to substitute for carousing, character advancement is driven by the accumulation of wealth. This style wouldn't work if, for example, you were trying to run a campaign modeled after Lord of the Rings or Star Wars where the ultimate goal has nothing to do with wealth at all. That means you need to structure the campaign around the fact that character advancement requires wealth. That's not going to be every campaign. 3. It requires access to a place to expend wealth during downtime. If you're stuck wandering around the wilderness or plane-hopping, you're unable to advance. If there's a time limit hanging over the PCs head, you're unable to advance. Again, you must structure your campaign to allow for downtime, and allow for the ability to spend wealth -- often [I]absurdly large[/I] amounts of wealth as levels increase. You'd be making the Count of Monte Cristo look like a chump. 4. It encourages PvP. Since wealth is transferable and XP isn't, it encourages players to steal from each other, lie about treasure, etc. Great for a pirate campaign, maybe, but not all the time. 5. Treasure disbursing is a lot more difficult for the DM. In 5e, you really only have to think about gold until players have about 2,000 gp each. At that point, they can essentially buy everything they could want. You can let them find troves with tens of thousands of gp, and there's really no problem with that because it doesn't translate directly or easily to more character power. This eliminates that benefit. I can see it being fun for a specific campaign, or even for one or two adventures in a campaign, but I think that it wouldn't work well a lot of the time. [/QUOTE]
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