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[D&D 5e] Gold for XP

Started by jadrax, July 01, 2014, 03:54:47 PM

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Scott Anderson

I would suspect that merchants would have a hard time gaining XP as a pirate because they're not pirates. Not everyone has to live by the same game rules.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Phillip

Quote from: robiswrong;763588"XP for GP only counts for 'treasure' recovered from dungeons or other hostile places.

Money acquired via trading, or even selling of found equipment doesn't count.  'treasure' is the key word.  If Indy wouldn't want it, it don't count."

Do that if you want to discourage people from adventures in speculative trade. If you're happy enough to have Sinbad as well as Cortes, then why not?
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Opaopajr

Quote from: Scott Anderson;765246I would suspect that merchants would have a hard time gaining XP as a pirate because they're not pirates. Not everyone has to live by the same game rules.

What are you now talking about, separate XP rules by class? Reserved XP system for adventurers' only? That's fine, it's another option, and 2e gives many examples of how to do it. But know that is GM or rule judgment understanding the weaknesses of this topic's GP to XP structure.

I'd tie it to "things that require effort." So fencing stolen goods, or selling art/artifacts for best price, or establishing a home, that all takes time and effort, that are actual learning experiences. If it's something so easy as to be routine, from slaughtering prone goblins, or surviving a sunny day, to gaining and spending GP in easy trade/theft, then GM should wave it away; being routine is itself the reward.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Scott Anderson

Yeah. I never really thought about idiot-proofing my own XP rules.

I'm still not thinking about it. But you've raised the specter that someone, somewhere might be able to bend the rules.

Look, it's a game about pirates. There are no merchant PCs. So that's how that works. If the players want to try their hand at honest labor, by all means, we can tinker with the XP system again.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Opaopajr

After prolonged tangential exposure to Organized Play, tragically I have come to the conclusion that things need to be as explicit as possible in an effort to idiot-proof it from the radioactivity of tournament style thinking. That includes rule zero and GM judgment recommendations.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Scott Anderson

I'll keep that in mind for when I'm a Big Fucking Deal... Lol

You are making good points for general play. I'm not to worried about limiting things in a lawyerly way because I don't think I will ever release the game. It's just for me and my kids to play pirates.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Zeea

I'm using 1 XP per GP found while adventuring (or rewarded for adventuring) and it's working pretty well. I haven't ruled that you need to spend it on anything particular, since I don't really like those sorts of rules and mostly just think the focus should be on the actual acquisition of treasure rather than downtime stuff.

Bill

Quote from: jadrax;763185So one of the things that intrigues me about oldschool D&D is the idea of Gold for XP, because its something I have never seen used at the table.

So assuming there is no module for this in the DMG,  I was thinking of using the following houserule:




To give you some metrics, a comfortable lifestyle from the play test cost 50 gp a month, so 50 exp per month could be seen as the default pace of advancement.

However, like I say I have never used Gold as XP in play, so has anyone any feedback?

The main problem I see with gold as xp is that many adventures would have no gold involved.

Opaopajr

Quote from: Scott Anderson;765464I'll keep that in mind for when I'm a Big Fucking Deal... Lol

You are making good points for general play. I'm not to worried about limiting things in a lawyerly way because I don't think I will ever release the game. It's just for me and my kids to play pirates.

Oh, then you're fine! Children tend to be open and accepting up until the "witching years" of jr. high. Then a dark, hormonal pall falls upon the land, and eldritch drawings appear with keening wails of mortified embarrassment...
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Scott Anderson

We just make our fuckin' guys and roll the dice. As log as my son gets to slaughter something and my daughter gets to meet interesting NPCs, and y wife gets to board treasure and NEVER EVER GIVE YOU ANY FOR ANY REASON EVER BECAUSE ITS HERS ALL HERS!! and we level up every so often, it's good.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Phillip

#40
Quote from: Bill;765556The main problem I see with gold as xp is that many adventures would have no gold involved.

A tree of swords and jewels? A field of forgotten dreams? The throne's rightful heir? One's true love? Truth? Justice? Redemption?

Money is just a token for real wealth. Any desire can be a goal, the challenges in the way of attaining it presenting the game. Set a valuation on it, and there you go! It's just a structuring mechanism like goal scoring in a ball game.

Most players want to keep score indefinitely, rather than having a game-ending victory condition. That's part of the open-ended nature that gives traditional RPGs their special appeal.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.