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XP for Gold in 5E?
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<blockquote data-quote="CapnZapp" data-source="post: 6461049" data-attributes="member: 12731"><p>Actually, I want to create a worthwhile spending target, where players feel they're actually getting something worthwhile for their money. Getting xp for your gold seems like something most players would find acceptable.</p><p></p><p></p><p>But... but... the thread is called "XP for gold"? </p><p></p><p>If you feel the xp is "withheld" rather than something thankful to spend your otherwise worthless gold on, why are you even here?</p><p></p><p>And carousing isn't "enforced"... remember, donations or training works equally well... if you want "world-building", that's a fine spending target. </p><p></p><p>I really don't understand, what would you want to do with your money that you feel is disallowed under my proposed scheme...? </p><p></p><p>The ONLY thing you aren't getting xp for, is suppoed to be items. If you build a church, you get... well, you get your church, <em>and</em> you get the xp. If you "waste" it on blow and hookers, you get... that. <em>And</em> you get the xp. But if you spend your gold on a +3 Sword of Being Better At Fighting, you "only" get the sword and no xp.</p><p></p><p>(Actually, you still get the xp for looting all that gold. You only don't get the xp twice, since by spending it on a sword, you don't have any gold left to carouse away)</p><p></p><p>The idea is that in a compressed campaign that follows a string of published modules, world-building is of no immediate value to the characters. And so you gain xp equally if you drink it all up and if you build yourself a castle. There simply isn't any in-game benefits of having that castle, so these rules place no value on it (over partying, that is).</p><p></p><p>The only option that actually matters in this kind of campaign is bonuses you can carry into the next dungeon, a.k.a. magic items. And so these kinds of expenditures don't give xp.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6461049, member: 12731"] Actually, I want to create a worthwhile spending target, where players feel they're actually getting something worthwhile for their money. Getting xp for your gold seems like something most players would find acceptable. But... but... the thread is called "XP for gold"? If you feel the xp is "withheld" rather than something thankful to spend your otherwise worthless gold on, why are you even here? And carousing isn't "enforced"... remember, donations or training works equally well... if you want "world-building", that's a fine spending target. I really don't understand, what would you want to do with your money that you feel is disallowed under my proposed scheme...? The ONLY thing you aren't getting xp for, is suppoed to be items. If you build a church, you get... well, you get your church, [I]and[/I] you get the xp. If you "waste" it on blow and hookers, you get... that. [I]And[/I] you get the xp. But if you spend your gold on a +3 Sword of Being Better At Fighting, you "only" get the sword and no xp. (Actually, you still get the xp for looting all that gold. You only don't get the xp twice, since by spending it on a sword, you don't have any gold left to carouse away) The idea is that in a compressed campaign that follows a string of published modules, world-building is of no immediate value to the characters. And so you gain xp equally if you drink it all up and if you build yourself a castle. There simply isn't any in-game benefits of having that castle, so these rules place no value on it (over partying, that is). The only option that actually matters in this kind of campaign is bonuses you can carry into the next dungeon, a.k.a. magic items. And so these kinds of expenditures don't give xp. [/QUOTE]
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XP for Gold in 5E?
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