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XP for Gold
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<blockquote data-quote="CapnZapp" data-source="post: 7647075" data-attributes="member: 12731"><p>With more character creation experience, a question:</p><p></p><p>Could it be that xp for gold is fundamentally incompatible with the default proficiency calculation in Pathfinder 2?</p><p></p><p>That is, including level in the calculation.</p><p></p><p>One assumption (behind handing out gp instead of xp) is that choosing between XP and items is a rational and interesting choice.</p><p></p><p>But if level-up always grants you +1 to "everything" that always trumps an item giving +1 to something specific.</p><p></p><p>Sure, you level up soon after, but won't levels always trump items?</p><p></p><p>Contrast to 5E, where you're effectively experiencing the "no level to proficiency" variant discussed several places. (Also, promised to be in the 2020 splatbook Advanced Player's Guide)</p><p></p><p>Do you need to implement this variant so that players don't just sell all loot, and run around "equipment-less"..?</p><p></p><p>Leveling up will always remain attractive. The question is at which point a magical sword (etc) becomes equally or more attractive...?</p><p></p><p>I guess you can express this as a ratio between gold and xp requirements. If keeping the sword means not getting 100 gold, say, that itself means nothing. You need to know if 100 gold buys you half a level or just 1% of one.</p><p></p><p>If you need 200 xp to level up, then maybe the prospect of selling the sword gains the upper hand. But if you need 10000 xp, then keeping the sword becomes a no-brainer.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7647075, member: 12731"] With more character creation experience, a question: Could it be that xp for gold is fundamentally incompatible with the default proficiency calculation in Pathfinder 2? That is, including level in the calculation. One assumption (behind handing out gp instead of xp) is that choosing between XP and items is a rational and interesting choice. But if level-up always grants you +1 to "everything" that always trumps an item giving +1 to something specific. Sure, you level up soon after, but won't levels always trump items? Contrast to 5E, where you're effectively experiencing the "no level to proficiency" variant discussed several places. (Also, promised to be in the 2020 splatbook Advanced Player's Guide) Do you need to implement this variant so that players don't just sell all loot, and run around "equipment-less"..? Leveling up will always remain attractive. The question is at which point a magical sword (etc) becomes equally or more attractive...? I guess you can express this as a ratio between gold and xp requirements. If keeping the sword means not getting 100 gold, say, that itself means nothing. You need to know if 100 gold buys you half a level or just 1% of one. If you need 200 xp to level up, then maybe the prospect of selling the sword gains the upper hand. But if you need 10000 xp, then keeping the sword becomes a no-brainer. [/QUOTE]
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