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RuleOfThule's avatar

The funniest part of the XP-for-gold debate is how everyone loves to point out examples of games (I'm assuming they're not just making it up, which is another possibility) that do it stupidly and poorly, and almost no one refers to how AD&D does it. In AD&D, you will never gain XP from looting a bandit's corpse, no matter the circumstances. You get XP for gold when that gold is recovered from a dungeon, expressing the return of value from entropic forces to civilization:

"Treasure must be physically taken out of the dungeon or lair and turned into a transportable medium or stored in the player's stronghold to be counted for experience points." (DMG pg. 85)

In ACKS, Macris is even more explicit on this point: "Characters gain XP from treasure they recover from the dungeon or wilderness and bring back to civilization." (RR pg. 310).

Even in BMD which arguably does not suffer from this particular irrealism of levelups, there is still the game's equivalent of XP for recovered wealth (the currency value of wealth recovered from an operation is tithed 10%, and characters are awarded "XP" as their tithe grows).

Some people will just never read a rule, no matter what.

NoizyDragon's avatar

The XP for _x_ and leveling systems are meta game abstractions that provides the players with discrete incentive and motive for interacting with the game world. Defining _x_ as gold cleverly reshapes the war game into an adventure game. It is consistent with much of the Appendix N literature, which also happens to be largely by American authors.

RpgPundit doesn’t elaborate on how his game solves the issue. Perhaps one has to buy the book to find out?

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