This is another crazy D&D idea I've heard while researching for the last post: ditch XP entirely, just pay the GP (for training, carousing or whatever) and you level up.
For example, any fighter that has acquired 2.000 gp can simply "buy" a level. There is no need for XP anymore.
The usual limits apply: only one level per "adventure", and maybe there needs to be some risk involved.
Some possible implications that I like:
- First, you eliminate the entire XP subsystem, thus making the game a bit simpler and ditching things that take some math like monster XP.
- A level 5 party loses a magic-user they probably have enough funds to hire a new level 5 MU, but it will COST them. This doesn't mean they are getting someone off the street and training him to be a magician, but maybe they are paying someone's debt to their tutor, or money to take care of family while they travel, or passage from a distant land, or bribe to their former employer/patron/etc., or even specialized information on where to find someone experienced and brave enough for your expedition.
- This assumes the new MU is a PC and that the amount paid guarantees at least an honest attempt at loyalty, but the new PC is now part of the group and will share treasure equally. Hiring someone for work that is temporary or less risky would be a lot cheaper. Notice that the money is gone, not in the pockets of the new PC!
- Come to think of it, starting an adventure because you need to pay a debt is very pulpy. Or having someone pay to free you from slavery, etc.
- A rich baron may train one or more sons to become level 2 fighters, but after that they probably need some adventuring. Maybe the investment has only an 50% chance of actually working. Some sons will never become warriors/priests/wizards despite the training! It is a risky investment, but it may buy you loyalty!
- Multi-classing? Nope, now you just pay for training in your new class... but you ALSO get a 50% chance of failure. Not all fighters are meant to become wizards! Maybe its better to hire a new wizard...
- Come to think of it, this would be a cool way of getting retainers (not hirelings).
- This also explains why high-level PCs have followers and titles. They spent much gold and probably are owned many favors.
- Adventurers are no longer assumed to own large amounts of gold; instead, they acquire treasure and spend it. High-level adventurers will still be rich but not necessarily as rich as before.
- If they have a regular non-adventuring job, maybe they get paid 1% of their "worth" per month or 10% per year. Without adventuring (or a good patron), it would takes years for someone to level up. But if you only need a few additional GP to level up, you could just get a job in the city watch for a short time!
- If that is too harsh, just let semi-retired adventurers to gain a level each year if they have no other business to attend to. This must be combined with ageing rules...
- Could treasure lost allow you to level up? For example, if you have to let a treasure chest sink to save a damsel in distress. The idea sounds a bit absurd but very pulpy.
It seems to me that it would work very well. But at the same time it hurts our simulationist sensibilities; it feels like getting XP for fighting monsters, for example, makes more sense. Maybe we must keep an alternative method of leveling, such as defeating monsters above your level.
In any case, let's finish with a random table!
Where did the money go?
1. Debts owed to dangerous loan sharks
2. Bribing city officials to erase a criminal record
3. Paying off a bounty quietly to avoid capture
4. Covering apprenticeship fees for magical or martial training
5. Paying a mentor for ongoing instruction
6. Funding room and board during training or travel
7. Purchasing expensive spell components or reagents
8. Repairing or upgrading weapons and armor
9. Securing travel—wagon, ship, teleportation
10. Buying you out of indented servitude
11. Helping a severely ill, homeless or troubled family member
12. Donating to a temple or guild
13. Expensive sacrifice to the character's deity
14. Compensating your former group for a previous commitment
15. Buying a nobility title, citizenship or license to carry weapons and travel freely
16. Settling family debts or obligations back home
17. Covering a party’s group expenses to earn trust
18. Making offerings to spirits, demons, or patrons
19. Hiring informants or spies for local intel
20. Investing in a personal business or long-term goal
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