I mostly agree with this but the problem is magic items end up being worth an insane amount at higher levels. A surplus high-level item could easily spur (undesirable) rapid advancement. This is going to start a separate argument, but I tend to hand out the occasional OP item to see how it fucks shit up in the campaign world. (What's the point of artifact if you're only going to use it for a couple of sessions at the tail-end of the campaign?) Sometimes players just refuse your lovely christmas gifts though. It doesn't fit with their builds or their image of themselves and they'd rather sell the thing and get something they actually want. I thought I'd head this off at the pass by imposing a 20% cap. (which sounds in line with the 1e DMG).I don't see any reason not to give them full XP for magic items they sell. Giving up a magic item is a significant trade-off.
Ah. My mistake was I reached for the shelf and the 1e DMG was all taped up in a mylar bag and the 2e was ready to go, so I grabbed it instead.The 1e DMG has both:
Actually, I think that is perfect. Magic items should come and go during a long campaign (rapidly if possible), otherwise there a sort of hoarders problem (to much stuff to move around with) and also zero resource management --- i.e. permanent magical super powers = you are Thor.What's the point of artifact if you're only going to use it for a couple of sessions at the tail-end of the campaign?
My alternative for gold for XP, is a form of milestone awards. The difference I have from traditional milestone award systems is that the goals are set by what the players do and focus on. There is no metagaming involve, instead, it requires me to be observant of the table chat and what the players talk among themselves about what they want to accomplish individually and as a group. I make notes about what was said after each session. And if the players (or group) achieve one of these, then they get a nice milestone award.That’s what’s every game version is that doesn’t have Gold=XP. Without it you get DM plot and the need to kill or succeed at the meta-plot to go up. “XP is a pacing issue” bullshit. With it, everything becomes a caper.
High level D&D sucks. Everyone knows that. No one has figured it out. Except Gygax. It’s less about dungeons and more about roleplaying & logistics. IE: the domain game.
This is what I am talking about when I refer to goal-based XP awards. For me, XP=GP is just a reference to a presumptive goal (treasure seeking), which can be varied by circumstances, and which can often stand as a proxy for other goals.My alternative for gold for XP, is a form of milestone awards. The difference I have from traditional milestone award systems is that the goals are set by what the players do and focus on.
That's what artifact side effects are for. But yeah, if you give XP for those you can really mess up your experience progression.I tend to hand out the occasional OP item to see how it fucks shit up in the campaign world. (What's the point of artifact if you're only going to use it for a couple of sessions at the tail-end of the campaign?)
I don't think there is anything material.I was lead to believe there were some differences in print runs, but other than the covers, I've yet to find anything that stood out. Anybody know if there was a difference (particularly in the DMG)?
We stopped using GP=XP decades ago, when we were still playing 1e, because as teenagers we were all about the simulation. We also played Rolemaster from time to time, so what the hell did we know.
I have actually come back to GP=XP even though it is harder to implement in 4e for a number of reasons.
- My players are very XP motivated. I started to find that combat=XP was actively discouraging non-combat solutions to problems.
GP=XPCombat=XP is only simulationist when you don’t have a skill system. When you are also improving skills, it makes no sense to better at, for example, History because you are engaging in lots of combat.
- I have never seen a good system for awarding XPs for skill use, or for any other out-of-combat activities. 4e’s skill challenges, for example, are an abject failure at this.
- Because of this, I started looking for a way to award XPs for the whole suite of activities that adventurers can engage in, without trying to calculate XPs for each action. This led me to look at awarding XPs for goal achievement, so that they got the same amount of XPs for achieving a goal regardless of what combination of combat, strategy, skills, other resources and ingenuity they brought to the table. The assumption is that if they achieve a goal they have learned something.
- A lot of DMs would equate this to milestones=XP. The difference, at least for me, is milestones are often DM set, which doesn’t fit with my playstyle. Most of the time I would rather reward the players for achieving goals they set for themselves. Also, I really don’t like milestone levelling. As a player and a DM, I prefer to receive XPs incrementally, for the smaller steps I take along the way. I like the anticipation of inching closer to the next level. I am never satisfied when a DM just announces I have gained a level.
- For my players, most of the time the acquisition of treasure is a significant goal even if it isn’t the only goal in a given encounter. So most of the time, GP=XP is a decent proxy for achieving goals.
- I am flexible enough to vary the method of awarding XP when there is an obvious measure of progress that is not treasure related – like crossing a bridge or gateway that is guarded, for instance. But most of the time, treasure is as good a proxy as any.
Ah yes, I love doing this. The best time to give out a Staff of Power or Hand of Vecna or (Fred Saberhagen's Sword) Farslayer is as early as possible, while it's still a gamechanger. By the time the party wizards can all cast Disintegrate with spell slots, disintegrating a monster with a wave of Vecna's hand is no longer exciting or worth the risk of corruption.This is going to start a separate argument, but I tend to hand out the occasional OP item to see how it [affects] the campaign world. (What's the point of artifact if you're only going to use it for a couple of sessions at the tail-end of the campaign?)
Right? In our Ptolus game a while ago, my 6th lvl wizard/artificer guy got his hand on this ridiculous lens of disintegration. I could use it as much I liked (woooo!) but each time, I had to make a (fairly average) Fort save (tough for an arcane class) or disintegrate myself! That did not get dug out of the backpack lightly.Ah yes, I love doing this. The best time to give out a Staff of Power or Hand of Vecna or (Fred Saberhagen's Sword) Farslayer is as early as possible, while it's still a gamechanger. By the time the party wizards can all cast Disintegrate with spell slots, disintegrating a monster with a wave of Vecna's hand is no longer exciting or worth the risk of corruption.
Sometimes the best thing about such artifacts isn't even their powers, it's the odd little side effects (inciting subconscious greed, etc.) and the way players latch into them to shape their PCs' personalities. This is far more likely to happen when the players find the items early.
I think most of us in the community are using milestones. You've come up with a good way of getting around the DM fiat by making it about the players' goals though!My alternative for gold for XP, is a form of milestone awards.
I run ACKS which gives you 100% for item sales (and ACKS has a comprehensive system for determining item value which is often very high) but only if you haven't used the item to your benefit. This is balanced by the fact that the economic simulation of ACKS means it's really difficult to sell the good stuff, few people want to buy magic gear for 25,000gp a pop when they have mercenaries and luxuries to pay for (chance of successful sale of item over 10,000gp is 10% per month in a Metropolis, my players have been trying to pawn off a dwarven crown for over an in-game year).My question is: Magic Items.
very cool. Sounds a bit like you have to play frequent Advanced Accountants & Actuaries sessions though?(chance of successful sale of item over 10,000gp is 10% per month in a Metropolis, my players have been trying to pawn off a dwarven crown for over an in-game year).