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XP for Gold in 5E?
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<blockquote data-quote="Vanveen" data-source="post: 7047602" data-attributes="member: 6874262"><p>(I'm talking about my proposed solution here.) </p><p></p><p>Your post goes into detail about the "experience quality" gaps I mentioned. If you get XP for *spent* treasure, e.g. on carousing and so forth, the amounts necessary quickly start to strain belief. And you're right: where does it all go? To think of robbing what is pretty much already a system hack further ruins the whole thing. </p><p></p><p>My idea is based on the "never give a sucker, I mean player, an even break" espoused by Gygax. Keep them hungry, kill them a lot, etc. 5e is a much better *product*, but 1e is a much better *game*. (So why am I not playing it? Mostly because of absolute RP noobs in my group. 5e is a lot easier to pick up, and frankly a lot easier to support/keep organized for an aging, insanely busy GM.)</p><p></p><p>So enabling a choice--and it IS a choice for each PC to make--between getting very powerful very fast and building a sustainable base seems to me to capture some of what I'm after. This is also, like I said, pretty sandboxy: that great gear and home base might be increasingly useful in a world that is not neatly segregated into gradually increasing CRs. In other words, relying on mere level power might be faster, but I suspect it will prove to be less efficient. </p><p></p><p>But who knows? Let's light the fuse and see what happens...</p></blockquote><p></p>
[QUOTE="Vanveen, post: 7047602, member: 6874262"] (I'm talking about my proposed solution here.) Your post goes into detail about the "experience quality" gaps I mentioned. If you get XP for *spent* treasure, e.g. on carousing and so forth, the amounts necessary quickly start to strain belief. And you're right: where does it all go? To think of robbing what is pretty much already a system hack further ruins the whole thing. My idea is based on the "never give a sucker, I mean player, an even break" espoused by Gygax. Keep them hungry, kill them a lot, etc. 5e is a much better *product*, but 1e is a much better *game*. (So why am I not playing it? Mostly because of absolute RP noobs in my group. 5e is a lot easier to pick up, and frankly a lot easier to support/keep organized for an aging, insanely busy GM.) So enabling a choice--and it IS a choice for each PC to make--between getting very powerful very fast and building a sustainable base seems to me to capture some of what I'm after. This is also, like I said, pretty sandboxy: that great gear and home base might be increasingly useful in a world that is not neatly segregated into gradually increasing CRs. In other words, relying on mere level power might be faster, but I suspect it will prove to be less efficient. But who knows? Let's light the fuse and see what happens... [/QUOTE]
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