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XP for Gold
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<blockquote data-quote="CapnZapp" data-source="post: 8032111" data-attributes="member: 12731"><p>Rediscovered this thread, and though to share. Last fall I ran a low-level sandbox campaign using "xp for gold" (set in Sandpoint, btw). I though it worked wonderfully myself, encouraging players to roleplay desperate mercenary people, and - much more to the point - empathizing with the NPCs that live violent short lives.</p><p></p><p>That is, my players certainly do not need any help in playing murder hobos. But I think many of us can use a little help understanding why a NPC would essentially throw away his or her life. That is, supplying "because the minority that survives the first few levels gets to enjoy a stupendously privileged existence" as an answer.</p><p></p><p>However, if you were to ask my players instead of me they would likely say they didn't like the variant, and likely because of the "choose between xp and gear" aspect. It turns out the default Pathfinder 2 rule of adding level to proficiency trumps almost every magic item, with the possible exception of Striking runes. Pathfinder 2 simply doesn't have nearly as cool and powerful items as 5th Edition. At the same time, 5th Edition works pretty much like the GMG variant "proficiency without level".</p><p></p><p>So. While "regular" gold for XP probably works well in 5E, it doesn't work much at all in PF2.</p><p></p><p>I believe the way to proceed is simply to skip the idea you have to choose between gear and experience. In fact, I think Pathfinder 2 is hopelessly broken in how nearly every other magic item pales in comparison to Striking runes. I really would have liked a GMG variant that bakes the fundamental runes into character progression without messing with other items. (The automatic bonus progression rule removes ALL magic item item bonuses, not just the few types that are so very clearly superior to the rest). In fact, I think I'll try this out:</p><p></p><p style="margin-left: 20px"><strong>Every character gets "Devastating Attacks"* for free.</strong> <em>Nothing else changes.</em> A character would still love to find a Major Striking weapon, as long as he finds it at level 17 or 18. (I could reduce loot to match, but I probably can't be bothered.)</p> <p style="margin-left: 20px">*) Devastating Attacks: At 4th level, your weapon and unarmed Strikes, as well as spells with an attack roll, gain one extra damage die. This increases to two at 12th level and to three at 19th level. It is not cumulative with Striking runes (obviously).</p><p></p><p>The next time I'll run a sandbox with gold for xp I'll likely try this:</p><p></p><p>Each gold you find, loot or steal (etc) <strong>also</strong> gives you 1 XP. The gold you keep, and you can spend it on magic swords, healing potions or whatever. (You still <em>can</em> spend it on a luxurious lifestyle. But you don't have to.)</p><p></p><p>The XP you need to spend in order to level up. Like before, the default assumption is that you spend it carousing (="letting out steam" between your life-or-death adventures), but you're entirely free to spend your time volunteering at your church or helping to build an orphanage instead, or whatever. Since this isn't physical money, think of it as you expending your time and effort, rather than merely purchasing entertainment or services.</p><p></p><p>Like before, I refrain from putting definite time restrictions on this spending-downtime-to-level-up activity. The needs of the story comes first. One time you have weeks of free time before the next quest. Another time, you might return to the village late, and have to get up early to continue adventuring. I'll allow leveling up in both cases.</p><p></p><p>Since your XP <em>still</em> ultimately comes from "liberating" gold, rather than defeating monsters, the core aspect of xp for gold remains; where it is equally viable to sneak past or trick the monster than it is to kill it.</p><p></p><p>Last campaign I wasn't interested in allowing the Rogue to pick pockets to gain a bit of gold. This time I think I've realized it won't disrupt the campaign much (or at all). Turned out all the players wanted all PCs to level up at the same speed; my worry Thievery would turn out to be a ticket to individual fast leveling never materialized.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8032111, member: 12731"] Rediscovered this thread, and though to share. Last fall I ran a low-level sandbox campaign using "xp for gold" (set in Sandpoint, btw). I though it worked wonderfully myself, encouraging players to roleplay desperate mercenary people, and - much more to the point - empathizing with the NPCs that live violent short lives. That is, my players certainly do not need any help in playing murder hobos. But I think many of us can use a little help understanding why a NPC would essentially throw away his or her life. That is, supplying "because the minority that survives the first few levels gets to enjoy a stupendously privileged existence" as an answer. However, if you were to ask my players instead of me they would likely say they didn't like the variant, and likely because of the "choose between xp and gear" aspect. It turns out the default Pathfinder 2 rule of adding level to proficiency trumps almost every magic item, with the possible exception of Striking runes. Pathfinder 2 simply doesn't have nearly as cool and powerful items as 5th Edition. At the same time, 5th Edition works pretty much like the GMG variant "proficiency without level". So. While "regular" gold for XP probably works well in 5E, it doesn't work much at all in PF2. I believe the way to proceed is simply to skip the idea you have to choose between gear and experience. In fact, I think Pathfinder 2 is hopelessly broken in how nearly every other magic item pales in comparison to Striking runes. I really would have liked a GMG variant that bakes the fundamental runes into character progression without messing with other items. (The automatic bonus progression rule removes ALL magic item item bonuses, not just the few types that are so very clearly superior to the rest). In fact, I think I'll try this out: [INDENT][B]Every character gets "Devastating Attacks"* for free.[/B] [I]Nothing else changes.[/I] A character would still love to find a Major Striking weapon, as long as he finds it at level 17 or 18. (I could reduce loot to match, but I probably can't be bothered.)[/INDENT] [INDENT]*) Devastating Attacks: At 4th level, your weapon and unarmed Strikes, as well as spells with an attack roll, gain one extra damage die. This increases to two at 12th level and to three at 19th level. It is not cumulative with Striking runes (obviously).[/INDENT] The next time I'll run a sandbox with gold for xp I'll likely try this: Each gold you find, loot or steal (etc) [B]also[/B] gives you 1 XP. The gold you keep, and you can spend it on magic swords, healing potions or whatever. (You still [I]can[/I] spend it on a luxurious lifestyle. But you don't have to.) The XP you need to spend in order to level up. Like before, the default assumption is that you spend it carousing (="letting out steam" between your life-or-death adventures), but you're entirely free to spend your time volunteering at your church or helping to build an orphanage instead, or whatever. Since this isn't physical money, think of it as you expending your time and effort, rather than merely purchasing entertainment or services. Like before, I refrain from putting definite time restrictions on this spending-downtime-to-level-up activity. The needs of the story comes first. One time you have weeks of free time before the next quest. Another time, you might return to the village late, and have to get up early to continue adventuring. I'll allow leveling up in both cases. Since your XP [I]still[/I] ultimately comes from "liberating" gold, rather than defeating monsters, the core aspect of xp for gold remains; where it is equally viable to sneak past or trick the monster than it is to kill it. Last campaign I wasn't interested in allowing the Rogue to pick pockets to gain a bit of gold. This time I think I've realized it won't disrupt the campaign much (or at all). Turned out all the players wanted all PCs to level up at the same speed; my worry Thievery would turn out to be a ticket to individual fast leveling never materialized. [/QUOTE]
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