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XP for Gold in 5E?
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<blockquote data-quote="aramis erak" data-source="post: 6459159" data-attributes="member: 6779310"><p>The XP table is already pretty quick in 5E; adding gold-derived will make it faster still. Depending upon how the XP to gold is handled, you'll affect the speed of gain.</p><p></p><p>I always look at the labor costs and what that implies to the gameworld. Joe Normal makes 1-2sp/day as an unskilled laborer. A skilled laborer is making 1-2gp a day, and a tradesman 1-2.5gp a day (based upon crafting rates and downtime rules). So, that skilled craftsman can have up to 15gp a week to spend on XP; let's use a fairly safe 5gp/week. </p><p></p><p><strong><em>Only for "Wasted" (Carousing, temple donations) GP</em></strong></p><p>If 1gp wasted=1xp means he can level up in 300/5=60 weeks. Just over a year to 2nd, and just over 3 to 3rd. Your basic fighter could thus come back, and craft up some stuff, and continue to progress as a fighter by being the village smith.</p><p></p><p>At 5gp wasted=1xp, it takes 300 weeks for the craftsman to normally level up...6 years.</p><p></p><p><strong><em>GP Earned</em></strong></p><p>And if it's gp earned, not wasted, the poorest commoner is elligible to level...</p><p>1gp earned=1xp, base level 1sp/day beggar gets level up in 10 years, guildsman in 1 year, and craftsman in 6 months.</p><p></p><p>It implies that town guards (usually a moderate) should be averaging level 3-5.</p><p></p><p>At 1/10 that rate, the town guards are typically going to be 1st to second level, but the local lord still gains 1 xp per day. More if they see action.</p><p></p><p><strong><em>Your half at obtaining and half at wasting</em></strong></p><p>If you're restricting it to stolen or looted, it's going to mean the local thieves' guild will be high level rogues and fighters, but other non-adventurers won't. The Lord might, if he personally seizes stuff from tax violators.</p><p></p><p>If it's at 1:1, looting is a major level-up experience.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6459159, member: 6779310"] The XP table is already pretty quick in 5E; adding gold-derived will make it faster still. Depending upon how the XP to gold is handled, you'll affect the speed of gain. I always look at the labor costs and what that implies to the gameworld. Joe Normal makes 1-2sp/day as an unskilled laborer. A skilled laborer is making 1-2gp a day, and a tradesman 1-2.5gp a day (based upon crafting rates and downtime rules). So, that skilled craftsman can have up to 15gp a week to spend on XP; let's use a fairly safe 5gp/week. [B][I]Only for "Wasted" (Carousing, temple donations) GP[/I][/B] If 1gp wasted=1xp means he can level up in 300/5=60 weeks. Just over a year to 2nd, and just over 3 to 3rd. Your basic fighter could thus come back, and craft up some stuff, and continue to progress as a fighter by being the village smith. At 5gp wasted=1xp, it takes 300 weeks for the craftsman to normally level up...6 years. [B][I]GP Earned[/I][/B] And if it's gp earned, not wasted, the poorest commoner is elligible to level... 1gp earned=1xp, base level 1sp/day beggar gets level up in 10 years, guildsman in 1 year, and craftsman in 6 months. It implies that town guards (usually a moderate) should be averaging level 3-5. At 1/10 that rate, the town guards are typically going to be 1st to second level, but the local lord still gains 1 xp per day. More if they see action. [B][I]Your half at obtaining and half at wasting[/I][/B] If you're restricting it to stolen or looted, it's going to mean the local thieves' guild will be high level rogues and fighters, but other non-adventurers won't. The Lord might, if he personally seizes stuff from tax violators. If it's at 1:1, looting is a major level-up experience. [/QUOTE]
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