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XP for Gold in 5E?
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<blockquote data-quote="CapnZapp" data-source="post: 6459737" data-attributes="member: 12731"><p>Thank you for your post, but I am discussing a game where the level speed remains the same. At least, that's my whole question: arriving at the numbers that mean the same level speed as in the rulebook.</p><p></p><p>Also, a clarification: I'm working under the assumption ordinary xp-for-monsters are REPLACED by xp-for-gold. Sorry if that wasn't clear.</p><p></p><p>Furthermore, every individual monster does not need to carry around "it's xp" as gold in their pocket. I'd have thought that to be obvious, but I guess it's better to state it outright. Just like ordinary encounter and xp guidelines talk about "xp budgets" over a whole level, I will have wandering monsters with poor or no loot and rich monsters with more loot than their xp would otherwise indicate.</p><p></p><p>So, to reiterate: my question is purely theoretical:</p><p></p><p>If I just let every monster (on average!) carry around "their xp" as gold in their pocket, the level speed will obviously stay the same (more or less). </p><p></p><p>But then characters will gain as many gold as the xp for level indicates. </p><p></p><p>And this is my question:</p><p></p><p>Is that a good fit?</p><p></p><p>The 5E DMG does not answer this important question, since it reportedly does not provide Wealth by Level guidelines.</p><p></p><p>Compare to 3E, where it would seem appropriate to place 75 gold in the pocket of a monster worth 75 xp, but where somewhere around level 10 this guideline breaks down.</p><p></p><p>(I'd like to know what the xp to gold ratio should be in a purely standard by-the-book 5E campaign before I can make my final decisions for my own campaign. Thanks.</p><p></p><p>Obviously I will only put 35 or 40 gold in the 75 xp monster's pocket, since I plan to award xp possibly twice for every gold; first when that gold piece is looted, then again when (and if) it is "caroused away".</p><p></p><p>With the intention that characters that buy lots of magic items level a bit slower, while characters that rely on found items only level up a bit faster.</p><p></p><p>Again, as a reminder: there will be no standard xp for defeating monsters, there will only be the xp you get for taking their stuff, and possibly the same amount of xp again if you spend it on carousing (partying, training, donating, building or whatever the player feels is suitable for his or her character))</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6459737, member: 12731"] Thank you for your post, but I am discussing a game where the level speed remains the same. At least, that's my whole question: arriving at the numbers that mean the same level speed as in the rulebook. Also, a clarification: I'm working under the assumption ordinary xp-for-monsters are REPLACED by xp-for-gold. Sorry if that wasn't clear. Furthermore, every individual monster does not need to carry around "it's xp" as gold in their pocket. I'd have thought that to be obvious, but I guess it's better to state it outright. Just like ordinary encounter and xp guidelines talk about "xp budgets" over a whole level, I will have wandering monsters with poor or no loot and rich monsters with more loot than their xp would otherwise indicate. So, to reiterate: my question is purely theoretical: If I just let every monster (on average!) carry around "their xp" as gold in their pocket, the level speed will obviously stay the same (more or less). But then characters will gain as many gold as the xp for level indicates. And this is my question: Is that a good fit? The 5E DMG does not answer this important question, since it reportedly does not provide Wealth by Level guidelines. Compare to 3E, where it would seem appropriate to place 75 gold in the pocket of a monster worth 75 xp, but where somewhere around level 10 this guideline breaks down. (I'd like to know what the xp to gold ratio should be in a purely standard by-the-book 5E campaign before I can make my final decisions for my own campaign. Thanks. Obviously I will only put 35 or 40 gold in the 75 xp monster's pocket, since I plan to award xp possibly twice for every gold; first when that gold piece is looted, then again when (and if) it is "caroused away". With the intention that characters that buy lots of magic items level a bit slower, while characters that rely on found items only level up a bit faster. Again, as a reminder: there will be no standard xp for defeating monsters, there will only be the xp you get for taking their stuff, and possibly the same amount of xp again if you spend it on carousing (partying, training, donating, building or whatever the player feels is suitable for his or her character)) [/QUOTE]
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