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XP for gold 5th Edition campaign
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<blockquote data-quote="CapnZapp" data-source="post: 7637002" data-attributes="member: 12731"><p>Absolutely. It is a specialized campaign style, not a suggestion to replace the default rewards chapter of the DMG <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p><p></p><p>As for your individual points, a comment or five:</p><p></p><p>1: Come on, even a single level is EASILY worth much much more than a measly +1 to your attacks. That doesn't mean there is a problem, or rather, a challenge, only that's it's pretty much the converse of what you're arguing. </p><p></p><p>The real issue is if you can speed up your leveling by selling off all your loot. That is, if the value of your loot (even if the sell price is half the buy price) is considerable compared to the xp you need to level up.</p><p></p><p>The solution is that you might want to tweak rewards to yield more cash relative to (the value of) items. Of course, the old skool solution is to simply say "you can't sell items" or rather "nobody has large amounts of gold lying about so they won't pay much for your stuff. Barter on the other hand..." </p><p>Concrete example: </p><p>If you sell your magic sword (market price 1000 gp) you get:</p><p>25% cash: you get 250 gp (which you then can spend for xp)</p><p>50% permanent items: you get items as if you spent 500 gp </p><p>75% consumables: you get potions, scrolls etc as if you spent 750 gp</p><p></p><p>2: Yes, xp-for-gold is unabashedly old school. Your party is venturing forth into the unknown, to explore the wilderness, to find the loot, and maybe slay a few Dragons. A good time will be had by all - including those who lay down their lives in the pursuit of fame and fortune!</p><p></p><p>3: Yes, xp-for-gold is a sandbox style. You need a map with a couple of dozen features. Where is the Goblin caves? Where does the Manticore lair? Where do the Ogres roam? Tucked away in one corner is Home Town (which might actually be called that!), which slowly grows as the heroes carouse away their ill-gotten gains! <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>4: Hard no. There's no need for in-game rules against theft and murder because you simply don't play with players that can't cooperate, or don't understand the spirit of the xp-for-gold campaign style. The unwritten assumption is that you don't steal from your fellow party members, any quest givers, or the shopkeepers back in town. You do try your hardest to bring back fallen comrades... or at least their belongings <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>5: Not having much of anything to purchase for gold (past level five or so) is actually 5th edition's biggest drawback, so I respectfully disagree. </p><p></p><p>XP-for-gold works best if you have a robust magic item economy, with prices based on actual utility for adventurers, which 5E definitely does not have.</p><p></p><p>Why? Because if you don't offer magic shoppes with compelling inventories, the whole idea of "should I level up or buy this juicy item" falls apart. </p><p></p><p>Here's a concrete example. For my Tomb of Annihilation campaign (not a xp-for-gp campaign) I created all the magic shoppes myself:</p><p><a href="https://www.enworld.org/forum/showthread.php?595068-The-many-and-fabulous-bazaars-of-Port-Nyanzaru-and-beyond" target="_blank">https://www.enworld.org/forum/showthread.php?595068-The-many-and-fabulous-bazaars-of-Port-Nyanzaru-and-beyond</a></p><p>I relied extensively on Sane Magic Prices as well as Pathfinder SRD to do this. 5E has been an utter letdown in this regard.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7637002, member: 12731"] Absolutely. It is a specialized campaign style, not a suggestion to replace the default rewards chapter of the DMG :eek: :cool: As for your individual points, a comment or five: 1: Come on, even a single level is EASILY worth much much more than a measly +1 to your attacks. That doesn't mean there is a problem, or rather, a challenge, only that's it's pretty much the converse of what you're arguing. The real issue is if you can speed up your leveling by selling off all your loot. That is, if the value of your loot (even if the sell price is half the buy price) is considerable compared to the xp you need to level up. The solution is that you might want to tweak rewards to yield more cash relative to (the value of) items. Of course, the old skool solution is to simply say "you can't sell items" or rather "nobody has large amounts of gold lying about so they won't pay much for your stuff. Barter on the other hand..." Concrete example: If you sell your magic sword (market price 1000 gp) you get: 25% cash: you get 250 gp (which you then can spend for xp) 50% permanent items: you get items as if you spent 500 gp 75% consumables: you get potions, scrolls etc as if you spent 750 gp 2: Yes, xp-for-gold is unabashedly old school. Your party is venturing forth into the unknown, to explore the wilderness, to find the loot, and maybe slay a few Dragons. A good time will be had by all - including those who lay down their lives in the pursuit of fame and fortune! 3: Yes, xp-for-gold is a sandbox style. You need a map with a couple of dozen features. Where is the Goblin caves? Where does the Manticore lair? Where do the Ogres roam? Tucked away in one corner is Home Town (which might actually be called that!), which slowly grows as the heroes carouse away their ill-gotten gains! :) 4: Hard no. There's no need for in-game rules against theft and murder because you simply don't play with players that can't cooperate, or don't understand the spirit of the xp-for-gold campaign style. The unwritten assumption is that you don't steal from your fellow party members, any quest givers, or the shopkeepers back in town. You do try your hardest to bring back fallen comrades... or at least their belongings ;) 5: Not having much of anything to purchase for gold (past level five or so) is actually 5th edition's biggest drawback, so I respectfully disagree. XP-for-gold works best if you have a robust magic item economy, with prices based on actual utility for adventurers, which 5E definitely does not have. Why? Because if you don't offer magic shoppes with compelling inventories, the whole idea of "should I level up or buy this juicy item" falls apart. Here's a concrete example. For my Tomb of Annihilation campaign (not a xp-for-gp campaign) I created all the magic shoppes myself: [url]https://www.enworld.org/forum/showthread.php?595068-The-many-and-fabulous-bazaars-of-Port-Nyanzaru-and-beyond[/url] I relied extensively on Sane Magic Prices as well as Pathfinder SRD to do this. 5E has been an utter letdown in this regard. [/QUOTE]
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