Thomas Shey
Legend
I never had problems about getting my 3e Era players excited about magic items. What I missed was the 1e Era excitement about finding gold.
I suspect only reason anyone even cared there was because gold translated into experience.
I never had problems about getting my 3e Era players excited about magic items. What I missed was the 1e Era excitement about finding gold.
I suspect only reason anyone even cared there was because gold translated into experience.
I personally like "carousing" rules, where it's not the treasure that the PCs take home that counts for XP, but the money they spend on inconsequential things (i.e. things with no mechanics under the game rules).Primeval Thule (the Pathfinder version, written by Rich Baker) has an optional rule to use gold and treasure for XP, at the same ratio as 1e. I have imported it in my 3.0 games, and it works very well in a "standard" campaign.
Almost certainly, but that was a major incentive to interact with the environment that was missing from later editions. I didn't like what gold for XP did to any adventure format that wasn't haven/delve (what is today called West Marches), but I did miss that enthusiasm for poking around to try to find treasure. Much of the exploration pillar of the game turned out to be built on that mechanic, and it wasn't easy to replace it when it was gone.
I personally like "carousing" rules, where it's not the treasure that the PCs take home that counts for XP, but the money they spend on inconsequential things (i.e. things with no mechanics under the game rules).
If you spend 100 gp on new weapons, that 100 gp earns you no XP whatsoever. But if you spent another 100 gp on the stereotypical ale and whores (or anything that results in the money being essentially thrown away; tithing it to a church works just as well), then you get 100 XP for it.
It felt under-supported by the vague scene rules, but I directionally liked Fantasy Craft's Prudence/Panache system. You got points modified by your class, level and Charisma you invested between those two stats. Panache gives you a lifestyle bonus to social rolls and a pool of starting money at each adventure, Prudence determined the percentage of treasure you managed not to blow on luxuries and could keep long term, with everything else disappearing during downtime.I personally like "carousing" rules, where it's not the treasure that the PCs take home that counts for XP, but the money they spend on inconsequential things (i.e. things with no mechanics under the game rules).
If you spend 100 gp on new weapons, that 100 gp earns you no XP whatsoever. But if you spent another 100 gp on the stereotypical ale and whores (or anything that results in the money being essentially thrown away; tithing it to a church works just as well), then you get 100 XP for it.
Yes it doesn't always work thematically (see e.g. Dragonlance) but it gives players a simple, self-sustaining objective.Almost certainly, but that was a major incentive to interact with the environment that was missing from later editions. I didn't like what gold for XP did to any adventure format that wasn't haven/delve (what is today called West Marches), but I did miss that enthusiasm for poking around to try to find treasure. Much of the exploration pillar of the game turned out to be built on that mechanic, and it wasn't easy to replace it when it was gone.