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XP for Gold
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<blockquote data-quote="kenada" data-source="post: 8032654" data-attributes="member: 70468"><p>The way I do XP is pretty heavily inspired by Dungeon World, which which has evolved into a system where players nominate accomplishments during the session, and they get XP based on consensus whether they’re minor, moderate, or major accomplishments. That initially included combat and treasure, but I switched to using PF2’s system for handling combat XP when we converted from 5e, and I want to do something similar for treasure now.</p><p></p><p>So far, everything I’ve been doing is a little bit (very) ad hoc and unfortunately inconsistent. I’ve been experimenting with using the “Treasure by Encounter” table in the GMG to try to derive appropriate encounter values for the treasure. For example, if a 3rd level party finds 150 gp worth of treasure during the session, then I’d award XP as if they’d overcome a moderate encounter and an extreme encounter. However, that would give 200 XP, which feels like way too much just for finding treasure. I wonder if I should divide the total by 5 like how simple hazards are handled compared to complex ones.</p><p></p><p>The issue I have with just giving out 1 XP per gp found is that PCs are likely to find more treasure as they level up, and then things would get silly. I could go more old-school and limit the XP in some way (such as by not awarding it for magic treasure or only for treasure donated or spent in town), but that feels like it would delay the reward too much in a sandbox game where the PCs could be away from town for several sessions.</p></blockquote><p></p>
[QUOTE="kenada, post: 8032654, member: 70468"] The way I do XP is pretty heavily inspired by Dungeon World, which which has evolved into a system where players nominate accomplishments during the session, and they get XP based on consensus whether they’re minor, moderate, or major accomplishments. That initially included combat and treasure, but I switched to using PF2’s system for handling combat XP when we converted from 5e, and I want to do something similar for treasure now. So far, everything I’ve been doing is a little bit (very) ad hoc and unfortunately inconsistent. I’ve been experimenting with using the “Treasure by Encounter” table in the GMG to try to derive appropriate encounter values for the treasure. For example, if a 3rd level party finds 150 gp worth of treasure during the session, then I’d award XP as if they’d overcome a moderate encounter and an extreme encounter. However, that would give 200 XP, which feels like way too much just for finding treasure. I wonder if I should divide the total by 5 like how simple hazards are handled compared to complex ones. The issue I have with just giving out 1 XP per gp found is that PCs are likely to find more treasure as they level up, and then things would get silly. I could go more old-school and limit the XP in some way (such as by not awarding it for magic treasure or only for treasure donated or spent in town), but that feels like it would delay the reward too much in a sandbox game where the PCs could be away from town for several sessions. [/QUOTE]
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