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Post by Red Baron on Mar 11, 2015 10:48:17 GMT -6
I notice that the values of each row add up to 100. This leads me to believe that each value is actually supposed to define the range for each area. Eg. | Wine | Women | Song | Wealth | Fame | Religion | Hobby | Fighting-Man | 1-15 (15) | 16-35 (20) | 36-50 (15) | 51-60 (10) | 61-90 (30) | 91-95 (5) | 96-00 (5) |
Yes correct, that was what I intended to convey in my description, although perhaps it was poorly worded. A players has a single special interest (determined by a single % roll) and gains full experience for gold spent in that area. They may spend in other areas, but only receive experience equal to a fraction of the gold spent.
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Deleted
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Post by Deleted on Mar 11, 2015 14:07:29 GMT -6
Gary didn't give XP for magic items and neither have I, ever. What about Arneson, Snider, or Barker? Someone had to like the idea of XP for magic items, otherwise Gary wouldn't have written a rulebook that had chart after chart listing XP values for every magic item. If you give full XP for magic item, you can reduce the amount of cash treasure that the characters require. Thus keeping the same rate of advancement but ending up with the characters having less cash in the end. Minimizing the need to force players to spend the money they do find.
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Post by Red Baron on Mar 11, 2015 18:32:55 GMT -6
What about magic items that are sold Mike?
If you're playing a fighting man, and offload a few useless scrolls to the local wizard, do you get xp for that money?
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Post by Deleted on Mar 11, 2015 20:47:39 GMT -6
What about magic items that are sold Mike? If you're playing a fighting man, and offload a few useless scrolls to the local wizard, do you get xp for that money? Yes, because it's gold you get for the adventure. More likely, though, you'll trade it to the magic user in your party for something you want (including, of course, gold.)
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Post by Deleted on Mar 11, 2015 20:49:19 GMT -6
Gary didn't give XP for magic items and neither have I, ever. What about Arneson, Snider, or Barker? Someone had to like the idea of XP for magic items, otherwise Gary wouldn't have written a rulebook that had chart after chart listing XP values for every magic item. What book is that? No part of "original D&D," that's for sure. *checks top of page* Yep, still "Original D&D Discussion." Neither Dave Arneson nor Phil Barker gave XP for magic. And what Snider wrote OD&D?
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Post by jcstephens on Mar 12, 2015 0:54:16 GMT -6
What can you do with excess gold?
Buy an army!
What can you do with an army?
ANYTHING YOU WANT!
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Post by Deleted on Mar 12, 2015 1:42:46 GMT -6
What can you do with excess gold? Buy an army! What can you do with an army? ANYTHING YOU WANT! Back before this d**nable notion that the PCs were "one band of heroes indivisible," the expectation was that EACH PC would have their own castle and their own army. And when you take a bunch of wargamers and give them each a castle and an army, wars WILL happen.
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Post by Scott Anderson on Mar 12, 2015 5:41:27 GMT -6
I'm trying to think back. I have never run or played in a campaign where the complaint was having too much money and not enough to spend it on.
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Post by Deleted on Mar 12, 2015 9:22:08 GMT -6
What book is that? No part of "original D&D," that's for sure. *checks top of page* Yep, still "Original D&D Discussion." M&M page 18 lists "money, gems, jewelry, magical items" as types of treasure that grant XP. No mention of having to sell them or losing the XP if you keep them. In The Strategic Review Vol 1 No 2 pg 4 Gary clarifies this by stating various XP values for magic items in his Greyhawk campaign, such as how a +1 sword is worth up to 1,000 XP. Again, no talk of selling it, and he is very clearly talking about XP value of magic items and not their sales price. So, if neither Dave nor Gary ever gave out XP for magic items, how did it end up in the rules in the first place?
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Post by Deleted on Mar 12, 2015 19:59:00 GMT -6
Considering the hundreds of letters they received, who knows.
For that matter, it's not outside the realm of possibility that Gary changed his mind.
I played in Greyhawk from 1972 to 1975. No XP for magic.
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luc
Level 2 Seer
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Post by luc on Mar 12, 2015 20:58:29 GMT -6
I notice that the values of each row add up to 100. This leads me to believe that each value is actually supposed to define the range for each area. Eg. | Wine | Women | Song | Wealth | Fame | Religion | Hobby | Fighting-Man | 1-15 (15) | 16-35 (20) | 36-50 (15) | 51-60 (10) | 61-90 (30) | 91-95 (5) | 96-00 (5) |
Yes correct, that was what I intended to convey in my description, although perhaps it was poorly worded. A players has a single special interest (determined by a single % roll) and gains full experience for gold spent in that area. They may spend in other areas, but only receive experience equal to a fraction of the gold spent. It's a very confusing section of the FFC book. It really feels like someone has just tried to make the best out of Dave's notes. For example: - There's 'Part II' and 'Part III' - but no 'Part I'
- Nothing specifically refers to Table 1, you have to infer how you use it from the notes
- For multiple areas of interests it says to roll % dice, multiply by the value in Table 2 and divide by 10 but this gives absurd results. The examples only show numbers between 4 and 17 (and seems to be referencing Table 1) so it could be 2d10 or 3d6.
- It says "The restrictions stated in Vol. 1 should be retained at first and the above system used only for Gold Pieces spent at first". Huh? What restrictions? M&M only talks about limiting XP so "no more experience points be awarded for any single adventure than will suffice to move the character upwards one level"
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Post by Red Baron on Mar 12, 2015 22:12:19 GMT -6
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