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XP for gold 5th Edition campaign
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<blockquote data-quote="CubicsRube" data-source="post: 7637089" data-attributes="member: 6848185"><p>I'd disagree on that. I'd still be happy with 36,500 gp in a hoard as a player. More than that would be overkill.</p><p></p><p>I'm late to this thread, but heres my view on gp for xp:</p><p></p><p>Gp for xp is certainly not the only way to run a campaign, but it radically changes the dynamic from pursuing a story (milestones), or finding and defeating terrible monsters (xp for combat), to looting and spending.</p><p></p><p>Often overlooked with gp for xp is that players have to spend the gp. That itself starts creating player driven story if it's done well. If a fighter starts up a mercenary company then they may get the ire of competing businesses who feel their territory is being encroached upon. Or perhaps a local duke wants to curry favour and get them involved in a dispute they are in that is on the brink of war.</p><p></p><p>This problem only gets more pronounced when chaeavters start bringing back things in the 100,000s. Perhaps said pc can command a standing army of 300 mem and women and they possess 3 galley ships. Suddenly they may start looking like an invading force to to king at capital, or the people of freetown might beg for independence and will gladly support your cause, even though it might mean war.</p><p></p><p>All this is possible with other types of xp of course, but gp for xp rewards this kind of play. Its play has gp -> player spends gp -> player gets xp but creates consequences -> dm uses said consequences to present the player new choices, etc.</p><p></p><p>There's a lot of interesting possibility in that style, but you have to be prepared to put the work in for your world to respond to the pcs actions, and it IMO is not at all well suited to published adventure paths.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7637089, member: 6848185"] I'd disagree on that. I'd still be happy with 36,500 gp in a hoard as a player. More than that would be overkill. I'm late to this thread, but heres my view on gp for xp: Gp for xp is certainly not the only way to run a campaign, but it radically changes the dynamic from pursuing a story (milestones), or finding and defeating terrible monsters (xp for combat), to looting and spending. Often overlooked with gp for xp is that players have to spend the gp. That itself starts creating player driven story if it's done well. If a fighter starts up a mercenary company then they may get the ire of competing businesses who feel their territory is being encroached upon. Or perhaps a local duke wants to curry favour and get them involved in a dispute they are in that is on the brink of war. This problem only gets more pronounced when chaeavters start bringing back things in the 100,000s. Perhaps said pc can command a standing army of 300 mem and women and they possess 3 galley ships. Suddenly they may start looking like an invading force to to king at capital, or the people of freetown might beg for independence and will gladly support your cause, even though it might mean war. All this is possible with other types of xp of course, but gp for xp rewards this kind of play. Its play has gp -> player spends gp -> player gets xp but creates consequences -> dm uses said consequences to present the player new choices, etc. There's a lot of interesting possibility in that style, but you have to be prepared to put the work in for your world to respond to the pcs actions, and it IMO is not at all well suited to published adventure paths. [/QUOTE]
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