XP for Gold


Homebrew and House Rules


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(With the current forum troubles, I couldn't really search the forums, so I don't know if this has been discussed recently)

Those of you who are interested in this variant, let's discuss how to implement it in Pathfinder 2 :-)

Q. What is XP for Gold to me?
A. Instead of getting xp for killing monsters, or even for completing "milestones" (quests), players spend gold for xp (likely back in your home town or during downtime). Call it carousing or donating to the temple, just as long as you spend the gold without getting anything in-game in return (like items or information). You decide for yourself what's more important, leveling up or purchasing that juicy Magic Sword! :-)

Generally D&D has always sported exponential xp and gp awards, but Pathfinder uses a static 1000 XP per level, which is not compatible with XP for gold. I suggest we simply use the expected wealth per level table as a new xp table. Note: we're talking cash on hand here, not total wealth (since you're not meant to feel compelled to sell off your looted items just to level up).

I'm using Playtest numbers in the following examples. We only need five levels to explain the idea; once the final figures are available of course a full levels 1-20 table will come in handy.

Level____Total XP
Level 1: 10 xp
Level 2: 25 xp
Level 3: 55 xp
Level 4: 100 xp
Level 5: 180 xp

Take level 3 for instance. To complete level three, you will have gotten 8+16+30 gold which is ~55 gold. You start level 3 at 25 XP and level up once you have purchased 30 XP more.

---

Now then. It strikes me the value of permanent items you find is considerable compared to the xp you need to level up. But the game is most fun when you will actually want to keep and use any items you find! My suggestion is to tweak the sell price of items:

The sell price is 25%, except if you accept "store credit". Then you get 50%.

If you sell your magic sword (market price 100 gp) you get either:
- 25 gp (which you then can spend on anything, including xp)
- stuff as if you spent 50 gp at the store

This means that, yes, if the first thing you find is that magic sword, you can sell it off to instantly level up to level 2 (while your fellow party members likely remain level 1). But then you have no magic sword. Unless you find another, you might play five levels without one! And once your friends have also leveled up, will you regret having sold off the one thing that separates you from them...? Decisions, decisions! :-)

---

I would probably introduce a currency for store credit. Let's call it "iron pieces" because "credits" sounds sci-fy. I do this to make things easier: players are no longer forced to decide exactly how to spend their store credit, and might even spend it in a completely different store!

So, the example again: if you sell your magic sword (market price 100 gp) you get either:
- 25 gold
- 50 iron

Iron can't be spent on xp; only purchases. Gold can be spent on anything.

If you prefer, you could introduce something like "arcanum" or "residuum ", and instead say
- arcanum is worth 1 gold piece per unit
- arcanum can be eaten for XP

Do this and you can then say you can disenchant any magic item for a quarter of its market price in arcanum. Alternatively, you can simply sell the item for gold just like the rulebook suggests (half price).

You see? The end effect is the same. The difference is only what you like best. Having a store credit currency (which some players will want to counterfeit etc etc) but keep the old school xp specifically for gold, including all the carousing options. Or, you invoke "magic" (which other players might find hokey) but avoid practical questions like "what happens to the local inn when my high level hero spends 10,000 gold on beer?". Technically, though, this is "XP for arcanum", not "XP for gold". And looted cash can no longer be used for XP.

In both cases you end up getting 25 XP or items worth 50 GP for that magic sword :-)

Thoughts?

PS. If you question the fun in this variant, please discuss that elsewhere and let this be a thread where we constructively discuss how to implement XP for Gold in Pathfinder 2! :-)


The above table is for the players to use. As the DM, you need something else - you need to know how much gold to place by each creature.

Whereas a steady diet of encounters alternating between High and Severe difficulty lets each character level up after ten such encounters (consisting of two creatures each, of your level or of the level above you), now the amount of gold depends on level.

Whether you choose party level or monster level is up to you. Personally I suggest monster level since this means risk is met with reward, while trivial encounters give trivial rewards.

Level Gold per monster
1 2
2 4
3 6
4 10
5 16
6 26
7 36
8 50
9 70
10 100

So when the party defeats a level 3 monster, they find 6 gold (either in the monster's pocket, or later on, in the community pot, or maybe because it has a fine painting on the wall....)

After defeating twenty such monsters, a level three party will have gained 120 gold, or 30 for each hero in a four-man party. Since they start out the adventure with 25 xp, this is exactly what's needed to level up! :-)

(And yes, in the original system you also need twenty monsters to level up (half your level, half one level higher)... which of course is no coincidence ;-)

As for monsters of higher or lower level relative to the party level, yes, the dynamics does change a bit: previously, a level 2 monster yielded 30 instead of 40 xp. Now it yields 4 instead of 6 gold. As you can see, the ratio isn't identical, but the effects should remain roughly the same.


Too contrived and video gamey for me. But I can see where some folks would be into it.


That sounds like an awful system and I would never want to play in it...

That said, is there a WBL/Income per encounter chart? You could just follow that chart and increase each increment by 10-25%, and that increase is how much you spend to level.


I'm personally not a fan of assuming that you get a set amount of money from defeating monsters. That would make the game seem too grindy (although it is already grindy as you still get EXP from monster encounters) and also rather unrealistic. Sure, it makes sense for goblins and dragons to have gold on them, but not so much for undead or specters (unless they were formally nobles and their corpses have loot on them). And even then, rationing out gold amongst party members is always a tricky subject.

That said, I absolutely am interested in an alternative method of leveling and I've explored a few methods in other systems. My tentative suggestion for your system would be to offer XP for in-game accomplishments as well as for *any* downtime activities. So if PCs spend a month doing something that is related to their background or class (practicing a craft, inventing new spells, retraining their skills, or even carousing) then they would gain XP proportional to the amount of time they spent in their downtime, as well as the regular benefits of their activities. The requirement here, then, would be that they would have to invest actual money in these activities. This is a given for most PCs that aren't nomadic, because they require money to cover their living expenses anyway (I'm not sure how this would work for characters that can live off the land so you may have to improvise).

Of course, the scaling would still come into play here. I propose that rather than scale by the amount of gold or XP, you scale by amount of time instead. Establish benchmarks for duration of time spent adventuring, training, or doing downtime. So for instance, the first month gets you to level two, the next two months gets you to level three, the following four months gets you to level four, and so on.

The problem with that sort of scaling, though, is that it would take your characters years (maybe around 10 or 15) before they can reach the high level tiers. That sort of thing would be appropriate for a campaign that you intend to last multiple in-game generations, but not so with a game with a relatively slower pace, so you'd have to adjust accordingly (weeks instead of months, or even days).

Liberty's Edge

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I dislike a system that encourages mercenary behavior to this degree. There's no in-system reward for doing anything but whatever pays the most regardless of morality, and encourages such a callously mercenary attitude very strongly. That's kinda not the game I want to run.

Even Shadowrun and other games where the players actually are purely mercenary usually have some reward other than cash that has meaning.

That said, if that's the type of game you want to run and your players want to play in, go for it.


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Barnabas Eckleworth III wrote:
Too contrived and video gamey for me. But I can see where some folks would be into it.

And this thread is for them :) And it's not "video-gamey", it's "old" - there were only Atari 2600 when this variant was the default :)

Garretmander wrote:
That sounds like an awful system and I would never want to play in it...

lol

Quote:
That said, is there a WBL/Income per encounter chart? You could just follow that chart and increase each increment by 10-25%, and that increase is how much you spend to level.

Ahem. This *is* that idea...

BlueJay64 wrote:
I'm personally not a fan of assuming that you get a set amount of money from defeating monsters. That would make the game seem too grindy (although it is already grindy as you still get EXP from monster encounters) and also rather unrealistic.

Shrug. It's simple enough to drop XP entirely and just level up heroes when you think they've done good. Tracking gold is not more complicated or cluttery than tracking XP. It is equally complicated and cluttery.

The specific purpose here is to liberate players from the need to *actually defeat* monsters, since if they just ask nicely "can I have your monies?" (or, more realistically, sneak past them, or trick them to run out in the woods, or whatever) that works as well.

Deadmanwalking wrote:
I dislike a system that encourages mercenary behavior to this degree. There's no in-system reward for doing anything but whatever pays the most regardless of morality, and encourages such a callously mercenary attitude very strongly. That's kinda not the game I want to run.

This is very traditional: "explore the hills, kill monsters and take their loot". So mercenary, yes. But only to the degree that many players run their characters anyway.

That player characters put their lives at risk in order to level up and gain fame and fortune isn't exactly a fringe playstyle... ;)

Just saying there's no need to expect heroes to be actively immoral (at least not substantially more immoral than normal :p)

At the end of the day it's just a couple of friends coming together to bash some heads and a cast a few spells :)


By video gamey, I was thinking of something like Gauntlet. Or one of those games where you kill a creature and it turns into a pile of coins on the screen that you steer your avatar over.


Barnabas Eckleworth III wrote:
By video gamey, I was thinking of something like Gauntlet.

+1 for making me nostalgic :)


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This is a variant aimed at the OSR (old-school revival) community, and I'm not one of those folks. I've looked at some of the various systems that have sprung up for those types of games, and concluded that they're not for me or my players. I'm not sure how many of those folks will be looking at PF2, so I suspect the reactions you're seeing will be common.

That said, I think it's really hard to put gold for XP in the PF2 system, because they no longer scale in any comparable fashion. I think the overall approach you're trying to take is about the only one that will work. You have to either add scaling costs to XP or scaling totals required.


Pathfinder Rulebook Subscriber

Note that many people grant XP not for killing monsters, but succeeding at an encounter. Talking your way past a troll is just as much as killing it. Another rule I've seen is half XP for surviving/escaping an encounter.


Agreed. I have to curb the murderhobo mentality as much as possible, after all. Killing things that are helpless nets 0xp. Picking unnecessary fights grants 0xp. Defeating enemies that are so trivial that they are barely a nuisance grants 0xp.

Rescuing a cat from a tree grants you... 10xp. Just for putting forth the effort. Not for killing the tree in the process.


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I'm running a campaign exactly like this at the moment, for a change of pace. There's a village and a massive megadungeon close by (but difficult to get to). The PCs are delving in and the deeper they go, the more valuable the loot and the more powerful the magical items - plus the more dangerous the monsters. I also drastically reduced the experience points for killing monsters and added in sizable story awards for triumphing over one wandering monster and clearing two rooms on any given level - I think it's important to de-emphasize the benefit from fighting things as well as highlighting the value in finding loot.

The way I would approach the issue you raise would be to simply increase the exchange rate - so early on in levels experience points would be a copper piece each, then a silver, then a gold....and so on (or "1 experience point costs your current level in silver pieces" or something - I'd go for easy to remember and just tweak how much the PCs find). The system we're playing in has the usual pseudo-exponential progression but you're in charge of how much coinage gets handed out so you just need to bear the exchange rate in mind when determining loot.

They're at the point where they can safely poke around in the first few levels but they're also strongly incentivised to try and go as deep as they can (since safely exploring level one nets them rubbish items and a handful of coppers or silver if they're lucky - all those spells and healing resources for a meagre return in experience points just isn't as attractive as delving deep to clear out a new level and scoop up some really valuable stuff).

In terms of the economy, I have sales of treasure at full value, sales of "ordinary stuff" at half value and sales of magical items at 1/10th value. That'll be a little system dependant, but I found when magic items sold for more the PCs barely kept anything - this way they are keeping (and thus utilising) the miscellaneous, "oddbod" items they find.

I've picked up loads of campaign coins and am preparing little packages of them to handout and distribute - I also have mountains of Paizo item cards which are all shuffled up and "searching the room" involves drawing some randomly determined number of those (with foil cards being magic items and others being mundane). I'll be honest that I suspect that physicality is part of the appeal of the campaign, rather than the abstract "kill the monster and take it's stuff" approach. We're also randomising what magic items are found and the players are rolling those percentages, which they're enjoying. Overall, it's quite a silly premise - but that was how games ran back when we started.

I do think it captures the reasoning behind "gold pieces = experience points" to have PCs spend it on developing the campaign world - people nowadays forget that the idea of developing your PC's abilities hadn't found its way into the consciousness of gamers the way it has now. The earning of new abilities wasn't as central to the idea of levelling up in the 70s (imo). It was a side-effect of becoming one of the setting's movers and shakers. As it turned out - gamers generally enjoyed growing in martial/magical power more than being lords of a realm.

Already my PCs have developed their own campaign goals. One wants to send the local innkeeper bankrupt over a long-forgotten personal sleight. They also stumbled into a dragon they had no chance of defeating who has now put them to work retrieving loot for him throughout the dungeon. That has created this organic goal within the party. They've been through numerous APs, but I don't think I've ever had a villain they are more committed to overthrowing than this dragon who demands a "tithe" every time they leave the dungeon (of loot which I also count towards their experience points as "spent" - so they're no worse off, but they feel hard done by).


We're all pushing fifty and have been playing for forty years - the nostalgia element is probably a big reason behind the success. It's not something I'd go into without a lot of pre-campaign discussion and buy-in from the players.

It's not a game I'd like to play in, to be frank, but I have one player in particular who just doesn't get into heavily story-based campaigns. He's playing a nature priest for example with no nature or religion skills (it all went into "tactically useful" things). He doesn't have a name for his god and quite cheerily went for Animate Dead as one of his spells with absolutely no thought as to whether it would "fit" his deity - his PC development choices are purely made for their in-game utility. He chose the nature domain because of some mechanical benefits he wanted, not because he had a character in mind.


RicoTheBold wrote:
That said, I think it's really hard to put gold for XP in the PF2 system, because they no longer scale in any comparable fashion. I think the overall approach you're trying to take is about the only one that will work. You have to either add scaling costs to XP or scaling totals required.

Thank you.

(I honestly do not think replacing the xp numbers is "really hard". "Non-trivial" maybe, but not hard at all.)


Presumably you could just play PF2 using the CR/XP system from PF1, and add your 'gold -> XP' system to that. Multiply XP rewards for money by 10, since gold coins are worth more now.


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Zapp wrote:
RicoTheBold wrote:
That said, I think it's really hard to put gold for XP in the PF2 system, because they no longer scale in any comparable fashion. I think the overall approach you're trying to take is about the only one that will work. You have to either add scaling costs to XP or scaling totals required.

Thank you.

(I honestly do not think replacing the xp numbers is "really hard". "Non-trivial" maybe, but not hard at all.)

I think I was also still weighing the philosophical disconnect with the rest of the system design, rather than the mechanics.

More like mixing oil and something else that just doesn't naturally want to mix. You can do it with some vigorous shaking, and you have to keep an eye on it or they'll start to separate. But maybe that's your preferred salad dressing and no one else makes it, so you'll keep shaking.


I don't know about anyone else here but I've always used story-based progression for my campaigns. Of course I also tend to run very save-the-world type games so there's less just adventuring for the heck of it (though often the games start that way before the big stuff starts going down) so my players technically have zero incentive to murderhobo. XD

Dark Archive

BlueJay64 wrote:
I'm personally not a fan of assuming that you get a set amount of money from defeating monsters. That would make the game seem too grindy (although it is already grindy as you still get EXP from monster encounters) and also rather unrealistic.

I don't think it would be any more grindy and unrealistic than the current system, where you basically get XP for slaughtering things.

Quote:
Sure, it makes sense for goblins and dragons to have gold on them, but not so much for undead or specters (unless they were formally nobles and their corpses have loot on them).

Its kind of like that anyway, in that there is an expected amount of gold due to the wealth-by-level guidelines.

However, one effect of this system is that the PCs won't be interested in fighting powerful creatures that don't have enough treasure to make it worth the risk. I don't see that as a drawback, and it can be a plus if it encourages the PCs to do some research before setting off on the adventure.

Quote:
And even then, rationing out gold amongst party members is always a tricky subject.

Why not give everybody an equal share? Are people unhappy that they have been unfairly deprived of gold going to be significantly more unhappy at being deprived of gold and xp?


Hello again.

To counter the issue of "hey, I found a really neat sword. Let's sell it to level up much quicker" I first considered clumsy store credit or new currency.

A much better solution is to double the xp requirements (and the loot rewards). This makes each gold (gained from selling the item) half as valuable (since you need twice as much xp to level up).

Nothing really changes. Except buying stuff (instead of xp) becomes more interesting, and selling stuff (for xp) becomes less so.

You still gain a level for defeating (and looting) exactly the same number of foes as before (and as in the core rulebook system), so nothing changes in that regard.

In the end, I settled for going half the way: Increasing them by 50%. I hope that's a useful compromise.

This yields the following XP requirements and monster loot tables. None of the "four-man default" nonsense. These tables are for EACH adventurer and EACH monster.

level 1 -
level 2: 15 XP
level 3: 45
level 4: 90
level 5: 165
level 6: 285
level 7: 480
level 8: 750
level 9: 1125
level 10: 1650
level 11: 2400
level 12: 3450
level 13: 4950
level 14: 7200
level 15: 10650
level 16: 15000
level 17: 22500
level 18: 34500
level 19: 52500
level 20: 82500

Reminder: don't reset your XP to zero each time you level up. In order to go from level 12 to 13, say, you need 1500 gold. You start level 12 at 3450 XP, and you need 1500 XP to reach 4950 XP.

monster level -1: 0,75 gold (75 cp)
monster level 0: 1,5 gold (15 sp)
monster level 1: 3 gp
monster level 2: 6 gp
monster level 3: 9 gp
monster level 4: 15 gp
monster level 5: 24 gp
monster level 6: 39 gp
monster level 7: 54 gp
monster level 8: 75 gp
monster level 9: 105 gp
monster level 10: 150 gp
monster level 11: 210 gp
monster level 12: 300 gp
monster level 13: 450 gp
monster level 14: 690 gp
monster level 15: 870 gp
monster level 16: 1500 gp
monster level 17: 2400 gp
monster level 18: 3600 gp
monster level 19: 6000 gp
monster level 20: 10500 gp

So just to make a quick check, let's say you and your three friends (all level 17) battle an endless stream of level 17 monsters.

Each one drops 2400 gold, which is 600 gp per hero. After defeating twenty of these (two at a time if you like) you each have 12000 XP if you buy nothing but xp. You start level 17 at 22500 XP and thus end up at 34500 XP, which is EXACTLY what you need to level up.

So the system does not change the speed of leveling, assuming you're content with the item drops the adventure provides. Only experience will tell if your players can resist the temptation to buy lots of stuff, and if so, if you the DM can resist the temptation to hand out more cash so the leveling rate stays the same :-)


One question that pops up:

Can you really have xp for gold in a standard Pathfinder 2 campaign? Specifically, don't you have to switch to the "not adding level to proficiency" variant (promised in the upcoming Advanced Player
s Guide)?

I'm asking because of the realization that thanks to getting +1 to everything you're proficient in, a magic item can never compete with leveling up.

Or can it? After all, as you reach higher-levels, lagging, say, 100 XP behind might seem less and less like a disaster, given the permanent advantage you're enjoying because of your shiny new item (a +1 striking weapon, for instance)...


I'm still somewhat baffled by the idea that buying XP with gold could be remotely balanced in PF1.

I'm familiar with old-school D&D where finding treasure gave you XP, but as far as I know, that never required you to sacrifice magic items for the sake of leveling up.


Matthew Downie wrote:
I'm familiar with old-school D&D where finding treasure gave you XP, but as far as I know, that never required you to sacrifice magic items for the sake of leveling up.

It sort of did - I never played AD&D second edition which is often what people reference, so maybe it changed there. However, in first edition you can sell a magic item (and get its value in gold as experience). If you keep the item, there is a reduced experience reward for it - the argument I heard to explain it being that you were compensated by being more powerful, you just have to choose whether that’s power by virtue of items or class advancement.

Levels weren’t such a big thing back then though. It didn’t really matter if a fifth and eight level PC adventures together - certainly not to the extent that it matters in modern games.


Ah, found it in my 1e DMG, page 121: "The suggested experience point (x.p.) values are for characters who keep the items. Gold piece sale values are the usual sums which characters will be paid for magic items, and if so sold, the x.p. award should be based on the selling price of the items, not the x.p. value."

So, you'd get 4,000xp for finding a Maul of the Titans or you could sell it for 12,000gp. And selling an item for 12,000gp would gain you 12,000xp, because all gold gives you xp.

Or you'd get 1,000xp for finding a Gauntlets of Ogre Power, or you could sell them for 15,000gp. So there was no fixed ratio of gold value versus XP value.

No idea what would happen if you kept the item until you gained the XP, and then sold the item, but I imagine GMs of that period had to cope with a lot worse.


Matthew Downie wrote:

Ah, found it in my 1e DMG, page 121: "The suggested experience point (x.p.) values are for characters who keep the items. Gold piece sale values are the usual sums which characters will be paid for magic items, and if so sold, the x.p. award should be based on the selling price of the items, not the x.p. value."

So, you'd get 4,000xp for finding a Maul of the Titans or you could sell it for 12,000gp. And selling an item for 12,000gp would gain you 12,000xp, because all gold gives you xp.

Or you'd get 1,000xp for finding a Gauntlets of Ogre Power, or you could sell them for 15,000gp. So there was no fixed ratio of gold value versus XP value.

No idea what would happen if you kept the item until you gained the XP, and then sold the item, but I imagine GMs of that period had to cope with a lot worse.

Yeah. We tended to give the difference. It was a matter of some debate though.


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I'd like to share a potentially interesting tidbit.

We all know the default xp award guidelines in the book. They're:

-4: 25%
-3: 38%
-2: 50%
-1: 75%
Level: 100%
+1: 150%
+2: 200%
+3: 300%
+4: 400%

...when expressed as a percentage of what you get out of a monster of your own level (40 XP). So the 10 XP you get from a monster four levels below you is 25% of 40. And so on.

Now the interesting part. Since we have to employ an exponential curve in order to match the increasing price of items, this neat relationship cannot hold exactly as you level up. The gp yield for each level in the "gp per monster" table is by necessity fixed, not relative as in the core rulebook.

That is, the gain from, say, a Level 2 monster, does not change from the time you're level 1 through levels 2 and 3 to level 4 and beyond. In the core rules, first you gain 60 XP, then you gain 40 XP for the exact same monster as you level up, and so on.

But with gold it makes no sense that an Orc would have less and less gold as you level up. And it doesn't have to - as xp requirements (and item prices) rise exponentially, the same amount of gold gets you less and less as you level up, meaning that the end result is (roughly) the same.

So what is it, then?

Here are the specifics for four points across the curve, levels 3, 18, 13 and (partially) 18. It should be enough to let us compare to the default experience.

         L3        L8      L13       L18
L -4:     8%       20%      23%
L -3:    17%       32%      33%
L -2:    33%       52%      47%      42%
L -1:    67%       72%      67%      67%
Level:  100%      100%     100%     100%
L +1:   167%      140%    153%     167%
L +2:   267%      200%    193%     292%
L +3:   433%      280%    333%
L +4:   600%      400%    533%

As you can see, the correspondence is fairly solid. About the only significant change is how characters, at lower levels, are disincentivized to play it safe and instead encouraged to risk their lives against overleveled foes.


Deadmanwalking wrote:
Even Shadowrun and other games where the players actually are purely mercenary usually have some reward other than cash that has meaning.

Oh people have done the math. Its more efficient to steal cars than it is to go running. People don't because its boring.


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I'd love to see an update on this thread.

I am interested in running a campaign using gold for XP, probably along with automatic bonus progression...which I think would simplify the issue of gold vs magic.


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Has anyone tried to homebrew the old school XP for gold mechanic in pathfinder 2e? My current thinking would be to use the suggested treasure by level charts alongside the automatic bonus progression variant.

Note: Not interested in comments about whether they like the old-school XP for gold mechanic or not, just interested in how to make it work within the 2e ruleset.

The problems I am seeing is that magic items typically sell for half value. So there is a tradeoff for players will face (keep magic items but less XP, or sell item, but have less magic). Because items play an important role in power progression, it seemed easier to make the hard stat bonuses automatic, and magic items focus on more interesting effects. Moreover, alot of GP for XP type rules stipulate that XP is rewarded to players after they bring it 'home' and spend it on certain campaign themes, for example fight hard, party hard, or on class specific goals (strongholds, temples, titles, etc). This is appealing to me, especially in the kind of campaign I'm setting up: I'm planning to run a hexcrawl where clans are competing to become the next high magnate, by plundering the most riches, throwing the best parties, and basically showing the people that they can provide, a la Vikings. No AP compatibilities required.


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Rise, thread!

SubiculumHammer wrote:

Has anyone tried to homebrew the old school XP for gold mechanic in pathfinder 2e? My current thinking would be to use the suggested treasure by level charts alongside the automatic bonus progression variant.

Note: Not interested in comments about whether they like the old-school XP for gold mechanic or not, just interested in how to make it work within the 2e ruleset.

The problems I am seeing is that magic items typically sell for half value. So there is a tradeoff for players will face (keep magic items but less XP, or sell item, but have less magic). Because items play an important role in power progression, it seemed easier to make the hard stat bonuses automatic, and magic items focus on more interesting effects. Moreover, alot of GP for XP type rules stipulate that XP is rewarded to players after they bring it 'home' and spend it on certain campaign themes, for example fight hard, party hard, or on class specific goals (strongholds, temples, titles, etc). This is appealing to me, especially in the kind of campaign I'm setting up: I'm planning to run a hexcrawl where clans are competing to become the next high magnate, by plundering the most riches, throwing the best parties, and basically showing the people that they can provide, a la Vikings. No AP compatibilities required.

I think the answer here is pretty simple. Don't give XP for selling magic items.

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