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XP for gold 5th Edition campaign
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<blockquote data-quote="CapnZapp" data-source="post: 7079624" data-attributes="member: 12731"><p>By itself, the XP-for-gold concept does not do anything of the sort.</p><p></p><p>You might want to have a magic item economy (where magic items are offered up for sale) to increase, not decrease, hard choices. But you don't <em>have </em>to - you can still run the game so any items must be found, not bought.</p><p></p><p>But. </p><p></p><p>If you can buy a +1 Longsword for the same amount of gold that would give you a whole level's worth of XP, what do you choose? This can ideally be incredibly difficult decisions <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Ideally the game would then differentiate between +1, +2 and +3 items just like in the good old days, so that even after you finally splurge on a +1 Longsword, you will eventually have to redo the entire decision point when at mid-level monsters start becoming resistant to any weapon not +2 or more... so you again need to choose between xp and magic items. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>By the way, +1 is nowhere close to four experience levels. Sorry but that's so outrageously wrong I don't even know where to begin. Unless you're fine playing at level 1 (with your +1 weapon) while the rest of us is level 5.... </p><p></p><p></p><p>You seem to think characters need to keep the money in order to advance, or what do you mean by "accumulation of wealth". The idea is to offer an outlet for all that gold standard D&D module heaps upon heroes. The idea is to keep heroes perpetually lean, strapped for cash.</p><p></p><p>You just need to allow tithes and donations to count just as much as any other downtime expenditure. Whether you blow your characters on blow and hookers or food and toys for orphans doesn't matter. </p><p></p><p>But you're right - the heroes must all be motivated to amass the wealth in the first place. But I don't think I need to tell you that if the only way to gain xp is to spend gold, then characters that don't care about money aren't really appropriate... </p><p></p><p></p><p>The Monte Christo problem is <strong>not</strong> because of xp for gold. You're placing blame where it doesn't belong. Instead that problem comes built into the core of the D&D game - it is right there in the DMG treasure tables. </p><p></p><p>If anything, xp for gold provides an explanation why you should go out adventuring when you already have a mountain of gold at home. </p><p></p><p>If you want less absurd amounts of gold, just change the ratio of gold to xp. Or require, say, half as much xp to level as in the PHB table.</p><p></p><p>---</p><p></p><p>That you need somewhere to unload is correct. This variant is not meant for story-driven campaigns. Use it in a sandbox or hexcrawl campaign. There will always be a "home town", trust me. </p><p></p><p></p><p>Who said anything about "all the time"?</p><p></p><p>And if your players attack each other, find new players.</p><p></p><p></p><p>That gold ceases to be a motivator and have value is THE FRIKKING PROBLEM that this variant sets out to solve <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>And somehow you translate that into general criticism...?</p><p></p><p>Can anyone explain to me why anyone takes the time and effort to write essentially a post on "six reasons NOT to do what the thread is about"... <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p>This thread is for those interested in xp for gold. It is not a thread for those that need to be cautioned against using xp for gold.</p><p></p><p>I see it being fun for a specific campaign, or even for one or two adventures in a campaign, and... that's it. Its suitability on other campaigns is of no concern because it is fun for <strong>this</strong> specific campaign you're running! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7079624, member: 12731"] By itself, the XP-for-gold concept does not do anything of the sort. You might want to have a magic item economy (where magic items are offered up for sale) to increase, not decrease, hard choices. But you don't [I]have [/I]to - you can still run the game so any items must be found, not bought. But. If you can buy a +1 Longsword for the same amount of gold that would give you a whole level's worth of XP, what do you choose? This can ideally be incredibly difficult decisions :) Ideally the game would then differentiate between +1, +2 and +3 items just like in the good old days, so that even after you finally splurge on a +1 Longsword, you will eventually have to redo the entire decision point when at mid-level monsters start becoming resistant to any weapon not +2 or more... so you again need to choose between xp and magic items. :) By the way, +1 is nowhere close to four experience levels. Sorry but that's so outrageously wrong I don't even know where to begin. Unless you're fine playing at level 1 (with your +1 weapon) while the rest of us is level 5.... You seem to think characters need to keep the money in order to advance, or what do you mean by "accumulation of wealth". The idea is to offer an outlet for all that gold standard D&D module heaps upon heroes. The idea is to keep heroes perpetually lean, strapped for cash. You just need to allow tithes and donations to count just as much as any other downtime expenditure. Whether you blow your characters on blow and hookers or food and toys for orphans doesn't matter. But you're right - the heroes must all be motivated to amass the wealth in the first place. But I don't think I need to tell you that if the only way to gain xp is to spend gold, then characters that don't care about money aren't really appropriate... The Monte Christo problem is [B]not[/B] because of xp for gold. You're placing blame where it doesn't belong. Instead that problem comes built into the core of the D&D game - it is right there in the DMG treasure tables. If anything, xp for gold provides an explanation why you should go out adventuring when you already have a mountain of gold at home. If you want less absurd amounts of gold, just change the ratio of gold to xp. Or require, say, half as much xp to level as in the PHB table. --- That you need somewhere to unload is correct. This variant is not meant for story-driven campaigns. Use it in a sandbox or hexcrawl campaign. There will always be a "home town", trust me. Who said anything about "all the time"? And if your players attack each other, find new players. That gold ceases to be a motivator and have value is THE FRIKKING PROBLEM that this variant sets out to solve :) And somehow you translate that into general criticism...? Can anyone explain to me why anyone takes the time and effort to write essentially a post on "six reasons NOT to do what the thread is about"... :hmm: This thread is for those interested in xp for gold. It is not a thread for those that need to be cautioned against using xp for gold. I see it being fun for a specific campaign, or even for one or two adventures in a campaign, and... that's it. Its suitability on other campaigns is of no concern because it is fun for [B]this[/B] specific campaign you're running! :) [/QUOTE]
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