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Worlds of Design: A Worthy End?
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<blockquote data-quote="Aelryinth" data-source="post: 9237282" data-attributes="member: 10515"><p>This is very true. </p><p>There were numerous xp tables in 1E. Monsters were worth so much.</p><p>But the only class-related XP gains were for fighters, who got like 10 xp/hd of foes overcome in combat. The other classes? Theives got double xp for gold, mages got xp for magic items and esp. spellbooks, and everyone got the value of gold.</p><p>So, the focus was on wealth. Monster xp rarely, if ever, equaled the gold value of what you recovered, so the gold was more important than the monster. The dragon's hoard was worth ten times or more what the dragon was.</p><p>As for spending wealth, that was never the issue, even in later editions. Basically, you just upgrade gear, which is a never ending rabbit hole if you don't want to make a stronghold. But, the point was everyone had a class ability directly related to making a building/starting an organization, so it was assumed that at some time you'd put down roots, build a tower, start a guild, etc.</p><p>In 3e, xp is by the encounter and overcoming the encounter, gold is an 'extra'. You can potentially get very high level without making much money at all, which would be VERY difficult to do in 1e, and technically is hard to do in 3e, since treasure is doled out in measure with level.</p><p></p><p>But of course, 'real world' rules are different than 'let's have some fun and play' rules. It's a very different game when you're skimping after loot and gold and all you have are Class abilities. Those two spells your wizard gains every level become very important when you can't buy spells or find them at all...</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 9237282, member: 10515"] This is very true. There were numerous xp tables in 1E. Monsters were worth so much. But the only class-related XP gains were for fighters, who got like 10 xp/hd of foes overcome in combat. The other classes? Theives got double xp for gold, mages got xp for magic items and esp. spellbooks, and everyone got the value of gold. So, the focus was on wealth. Monster xp rarely, if ever, equaled the gold value of what you recovered, so the gold was more important than the monster. The dragon's hoard was worth ten times or more what the dragon was. As for spending wealth, that was never the issue, even in later editions. Basically, you just upgrade gear, which is a never ending rabbit hole if you don't want to make a stronghold. But, the point was everyone had a class ability directly related to making a building/starting an organization, so it was assumed that at some time you'd put down roots, build a tower, start a guild, etc. In 3e, xp is by the encounter and overcoming the encounter, gold is an 'extra'. You can potentially get very high level without making much money at all, which would be VERY difficult to do in 1e, and technically is hard to do in 3e, since treasure is doled out in measure with level. But of course, 'real world' rules are different than 'let's have some fun and play' rules. It's a very different game when you're skimping after loot and gold and all you have are Class abilities. Those two spells your wizard gains every level become very important when you can't buy spells or find them at all... [/QUOTE]
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