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XP for gold 5th Edition campaign
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<blockquote data-quote="CapnZapp" data-source="post: 7080713" data-attributes="member: 12731"><p>That's actually a fair question! <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>One huge reason must be nostalgia, since this is a rule from D&D's earliest days. In the following, remember we're looking this from an old school dungeoneering perspective. Ideas such as "milestone XP" simply doesn't exist.</p><p></p><p>One big reason is to encourage a mercenary playstyle. Like Conan in many stories, or Han Solo (initially). To get away from the saccarine chivalric stories where you good.</p><p></p><p>It might be crude, but it is an attempt to move away from "kill xp". If you get xp from loot, you don't NEED to kill the monsters. This was perhaps the first attempt at a richer experience, since you now aren't penalized for circumventing/ignoring/outsmarting the monsters. In fact, with xp for gold you are ENCOURAGED to circumvent/ignore/outsmart the monsters. </p><p></p><p>Already in Moldvay D&D the rules said "most of the experience the characters will get will be from treasure (usually 3/4 or more)". Even if that didn't exactly check out, it tells us what the ambition was.</p><p></p><p>I should also say that "xp for gold" can mean significantly different things for different people.</p><p>- do you get gold, xp, or both (in various ratios)</p><p>- do you get xp immediately when you loot the gold or later (and how)</p><p>- is "gaming" the system (robbing villagers or barkeeps or even each other, earning money by gambling or trading, hiring henchmen to take the risks for you and so on ad nauseam) frowned upon or accepted? That is, the easiest way to prevent it is for the GM to say "you earn xp for gold only when I say you do". Others dislike the subjectivety but instead end up encouraging playes to ruleslawyer various loopholes, so they end up focusing more on the rule than the adventure.</p><p></p><p>In MY case, I'm working from 5e and the year 2016 when I realized the edition is a step backwards from 3e in how it does or does not answer the huge question: "but what is gold <strong><em>for</em></strong>?"</p><p></p><p>So in my case it's an attempt to provide an answer as <strong>an alternative to</strong> downtime. That is, a campaign that works even when there is little or no downtime, but yet a campaign where gold remains important.</p><p></p><p>Does that even begin to answer your question...? <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: 7080713, member: 12731"] That's actually a fair question! :) One huge reason must be nostalgia, since this is a rule from D&D's earliest days. In the following, remember we're looking this from an old school dungeoneering perspective. Ideas such as "milestone XP" simply doesn't exist. One big reason is to encourage a mercenary playstyle. Like Conan in many stories, or Han Solo (initially). To get away from the saccarine chivalric stories where you good. It might be crude, but it is an attempt to move away from "kill xp". If you get xp from loot, you don't NEED to kill the monsters. This was perhaps the first attempt at a richer experience, since you now aren't penalized for circumventing/ignoring/outsmarting the monsters. In fact, with xp for gold you are ENCOURAGED to circumvent/ignore/outsmart the monsters. Already in Moldvay D&D the rules said "most of the experience the characters will get will be from treasure (usually 3/4 or more)". Even if that didn't exactly check out, it tells us what the ambition was. I should also say that "xp for gold" can mean significantly different things for different people. - do you get gold, xp, or both (in various ratios) - do you get xp immediately when you loot the gold or later (and how) - is "gaming" the system (robbing villagers or barkeeps or even each other, earning money by gambling or trading, hiring henchmen to take the risks for you and so on ad nauseam) frowned upon or accepted? That is, the easiest way to prevent it is for the GM to say "you earn xp for gold only when I say you do". Others dislike the subjectivety but instead end up encouraging playes to ruleslawyer various loopholes, so they end up focusing more on the rule than the adventure. In MY case, I'm working from 5e and the year 2016 when I realized the edition is a step backwards from 3e in how it does or does not answer the huge question: "but what is gold [B][I]for[/I][/B]?" So in my case it's an attempt to provide an answer as [B]an alternative to[/B] downtime. That is, a campaign that works even when there is little or no downtime, but yet a campaign where gold remains important. Does that even begin to answer your question...? :) [/QUOTE]
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