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XP for Gold in 5E?
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<blockquote data-quote="AmerginLiath" data-source="post: 6460925" data-attributes="member: 777"><p>As The_Gneech hints at, 5e's DMG doesn't have the same granularity of Wealth By Level. Instead it's basically Wealth By Tier (with options for Low, Normal, and High Magic Campaigns). Most folks starting higher indeed get about the same gold (larger than the starting amount, although I believe that Level 1-4 have starting gold?) but with some extra items depending on the nature of magic in the world.</p><p></p><p>I personally like that idea. Much of the Wealth By Level in 3.x and 4e was due to the implicit or explicit Christmas Tree requirement of magic items, which isn't the case in 5e. With more economic avenues put out in the standard and optional rules, it makes sense that even a higher-level character who isn't raided dungeons on a regular basis is going to have a certain base wealth versus all the expenses paid over time (consider how much of our own paychecks go into bills, expenses, and luxuries).</p><p></p><p>As for XP-for-gold, I liked it is 1st ed, but I think that the assumptions have changed enough in the underlaying game to make it difficult to 'patch in' such a system over all. Consider that players have changed in their modus operandi on fight vs. flight since the days of the original Unearthed Arcana at least. We've seen multiple editions using Wealth very differently (hence how players who grew up with 3.x versus those that grew up with AD&D/BX often talk in circles around each other on subjects like this) – as well as characters being powerful enough, especially at low levels, to not look at flight as the necessary option (there's been the question of "balance" too, but I think that that's more the shift away from sandbox gaming than any blithe accusations to be made about MMOs or the like).</p><p></p><p>To be fair, I think that one could run some great adventures where PCs need to return stolen treasure to a town/kingdom, avoid the monsters (or traps!?), figure out how to get all of that loot out of there, and then be awarded the XP for what they recover (with bonuses for exceptional skulking). However, I think that the morphing of underlaying assumptions means that there would be a lot of unanswered questions – many asked here – if XP-for-gold was a default mechanism in the 5e rules as they exist.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6460925, member: 777"] As The_Gneech hints at, 5e's DMG doesn't have the same granularity of Wealth By Level. Instead it's basically Wealth By Tier (with options for Low, Normal, and High Magic Campaigns). Most folks starting higher indeed get about the same gold (larger than the starting amount, although I believe that Level 1-4 have starting gold?) but with some extra items depending on the nature of magic in the world. I personally like that idea. Much of the Wealth By Level in 3.x and 4e was due to the implicit or explicit Christmas Tree requirement of magic items, which isn't the case in 5e. With more economic avenues put out in the standard and optional rules, it makes sense that even a higher-level character who isn't raided dungeons on a regular basis is going to have a certain base wealth versus all the expenses paid over time (consider how much of our own paychecks go into bills, expenses, and luxuries). As for XP-for-gold, I liked it is 1st ed, but I think that the assumptions have changed enough in the underlaying game to make it difficult to 'patch in' such a system over all. Consider that players have changed in their modus operandi on fight vs. flight since the days of the original Unearthed Arcana at least. We've seen multiple editions using Wealth very differently (hence how players who grew up with 3.x versus those that grew up with AD&D/BX often talk in circles around each other on subjects like this) – as well as characters being powerful enough, especially at low levels, to not look at flight as the necessary option (there's been the question of "balance" too, but I think that that's more the shift away from sandbox gaming than any blithe accusations to be made about MMOs or the like). To be fair, I think that one could run some great adventures where PCs need to return stolen treasure to a town/kingdom, avoid the monsters (or traps!?), figure out how to get all of that loot out of there, and then be awarded the XP for what they recover (with bonuses for exceptional skulking). However, I think that the morphing of underlaying assumptions means that there would be a lot of unanswered questions – many asked here – if XP-for-gold was a default mechanism in the 5e rules as they exist. [/QUOTE]
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