![]() ![]() The reason this needs to be hashed out before campaign start is that while I can obviously hand out more or less loot during the campaign (an "invisible" change) I very well can't change the listed price of items. I mean, as long as a +1 magic armor costs you an entire level (from the viewpoint of a level four party: 100 gp/xp) you will never buy it - no way +1 AC can compare to everything you gain from leveling up!Īs a tentative suggestion (consider this more of a starting point to discuss than anything else), how about doubling the amounts in the table 11.1 column Party Currency (and, of course, Additional Character).įor our XP table (still only five levels long), that would mean: Having more cash relative to the value of any items should also mean that characters (eventually) will start to actually purchase items - a mainstay of this type of campaign. It seems any campaign interested in xp-for-gold should consider increasing the ratio of gold to items in any loot, to make it less appealing to sell off items in order to level up faster. It strikes me the value of permanent items you find is considerable compared to the xp you need to level up (which are set by the amount of "loose gold" you gain). Assuming not everything is to your liking, you can sell something like a Bracers of Missile Deflection and spend it all on wine and wenches - this gives you 30 XP, a fairly hefty boost towards level four. On the other hand, your party will have looted about two permanent items each. (Your level-up will always be delayed by purchasing stuff, but I'm talking compared to the baseline) Now then, this means you can't spend any of that money on potions and such or your leveling will be delayed. To complete level three, you will have gotten 8+16+30 gold which is ~55 gold. So here's the accumulated version of table 11.1, per character, rounded off: Trouble is, neither table 11.1 nor table 11.2 (of the playtest) is that table. Feel free to have groups of similar monsters "pool" their resources, and definitely feel free to make some monsters much poorer or much richer than this.Īs I understand it, the only way to make it happen is to abandon the regular xp per level chart (which is real easy: 1000 xp each level) and instead create an accumulated expected wealth per character table, and use that for xp. To the Games Master - here's a quick and dirty reminder of roughly how much gold an individual monster "should" carry. ![]() Reminder: don't reset your XP to zero each time you level up. PS: This entire thread presumes rewards do not change from the Playtest.Įdit: if you want to skip the process, here's the final results (copied from page 2 of the thread): Now then, has anyone of you given this matter any consideration regarding the upcoming Pathfinder 2? Are all the required data available from Paizo?Įdit: crosslink to corresponding 5th Edition discussion: Treasure acquisition rates in the 5e DMG (and the missing 1 GP=1XP rules) Here's an example of the deliberations involved for D&D 5E Edition: This tells you the "currency conversion rate" you need to adopt, so that PCs still level up at about the same pace as usual. That is, if you use the random treasure tables in the rulebook, what amounts of gold do you get (on average)? Then you'd need to compare that to the XP levelling chart. What you need to make xp-for-gp happen is:įirst, you need to know the "expected wealth per level". If one character plays a sneaky master thief and the others agree it's simply best for him to rob the place solo, the fun is gone too. Of course, there are challenges too: if the players can simply teleport in, the fun and challenge is gone. You might want to try this simply for variety, but the main reason would be to encourage players to play smarter - they no longer need to kill or defeat the goblins, all they need to do is to steal their gold. You decide for yourself what's more important, leveling up or purchasing that juicy Magic Sword. ![]() Instead of getting xp for killing monsters, or even for completing "milestones" (quests), you can spend gold for xp (likely back in your home town). My question is "how easy or hard is it to use xp-for-gp in Pathfinder 2?" (based on the playtest and any available info on the completed game)įirst I should probably explain what xp for gold even is: ![]()
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