It’s Ask Angry time again!
Every so often, I select one or two or more questions sent in by readers to answer with my characteristic mix of sarcasm, hyperbole, insults, and brilliant correctitude.
Want a shot at being one of my future Ask Angry victims? Just send your question to ask.angry@angry.games. Remember to cut to the chase — I get bored quickly reading anything not written by me — and tell me clearly what I should call you.
The Ideasmith asks…
When choosing the main source of experience points, what are the pros and cons of the recent ‘challenges overcome’, and what are the pros and cons of the old-fashioned ‘treasure gained by adventuring’?
I’ve been sitting on this question for a while. I’ve wanted to curb-stomp this gold-for-XP bullshit for a while, and this question gave me the perfect opportunity to put my boot down without it looking like I wanted to pick another fight with the beardy grognards. We had a few issues back at the start of the year, see. But this ain’t picking a fight; I’m just answering a fan’s question.
I guess I should have put a spoiler warning in that last paragraph. I kind of gave away how this analysis is going to go, huh? Look, I’m gonna need some lead-in to this one.
The truth, Ideasmith, is that I can’t really answer this how you want me to. That sucks because you’re just asking me to do what I always do. Despite the Angry moniker, I’ve got a long, well-established history of being really objective and analytical about things. I do the whole pro-con, cost-benefit thing all the time, regardless of my personal feelings. Sure, I lace it all with swears and insults and sarcasms, but it’s still fair and objective and all that crap.
The problem here is that there’s no pro-con, cost-benefit way to do this. This really is comparing a good, strong approach to a weak, limited, crappy approach. Gold-for-XP is just the worse way to do experience points across the board. That’s why we don’t do it anymore and why most gamers aren’t clamoring to bring it back. The old guard clings to it, but that’s just what they do. Meanwhile, you get the occasional bratty little upstart who discovers the old school and gets really excited about how it changes everything, but their analysis of gold-for-XP as a game-changing panacea to every ill of modern D&D is just totally flawed. Most of their excitement comes from their being burnt out on a system they misapplied in the first place, or that’s not handled as well as it could be in a specific product or edition.
What blows my frigging mind, though, is just how emotionally charged this whole thing is for the beardy grognards and the excitable little nouveauSR zygotes. I didn’t realize how big a deal this shit was to the OSR crowd. Gold-for-XP is like the OSR’s Justin Beaver or… hold on… let me look something up… or The Kid LAROI… apparently that’s who the kids are dropping their panties for these days… Gold-for-XP is like the OSR’s Justin Beaver or The Kid LAROI. It’s the hill to die on. It’s the one thing that ruined D&D more than any other thing that Wizards of the Coast ever did, except, of course, for everything else that Wizards of the Coast ever did. “Gold-for-XP will change everything,” they say. “Gold-for-XP will save gaming.”
I personally don’t get the zealotry. I don’t have the Beaver Fever or the LAROI Hoi Palloi over XP systems. I know the arguments, and I know the case. Trust me, I know the frigging arguments. You can’t talk to someone in the OSR crowd about experience or advancement or anything that starts with the prefix ‘ex-‘ without hearing the arguments. The problem is they’re bad arguments. They don’t hold up, and they’re based on faulty assumptions and a poor understanding of modern D&D.
None of that makes the alternative — challenge-based XP — good. Two things can both be terrible. Ripping apart someone else’s stances doesn’t make yours right. So I really don’t want to spend this whole discussion shredding the OSR stance on gold-for-XP. Especially because this ain’t an emotional issue for me. Except insofar as I hate when people scream wrong things at me over and over while I’m trying to have a normal, dispassionate discussion and get to some kind of truth.
By the way, Mr. Smith, I want to thank you for using the term ‘challenge-based XP.’ It shows you’ve got a good, dispassionate understanding of the issue yourself, and you’re not coming into this with an axe to grind or a flag to plant. I want to provide a dispassionate analysis. That’s what I do. I’m in the business of truth. Sweary, sarcastic, mean-spirited truth. But I really can’t do the cost-benefit thing because I don’t think it works that way. Instead, I’m going to explain why challenge-based XP is a good approach and why gold-for-XP just doesn’t cut it. I will address some of the other side’s talking points at the end, but that ain’t going to be my main approach. I do expect a few comments trying to pull me into a debate over the issue and more than a few nasty e-mails and I really wish people would comment more and e-mail less, but what can you do? I probably won’t engage in any ongoing debate though.
Let me start with a very clear description of challenge-based XP because that’s the approach I think outshines gold-for-XP in every category, and there’s a lot of crappy strawmen that get raised in these discussions. We don’t scarecrow here, regardless of what side we take. We play fair.
In a challenge-based XP system, the players earn experience points or otherwise advance their characters by overcoming obstacles, challenges, and threats during the normal course of gameplay. I’m totally onboard with that. That’s the hill I’d die on if I thought this shit was worth dying for.
As a side note, I also think challenge-based XP can be supplemented with goal-based XP. That’s where the players advance their characters by accomplishing specific goals through gameplay. If the game’s about rescuing a princess from a dragon, the players earn goal-based XP by returning the princess, whole and unsinged, to the castle. If a character’s personal goal is to recover a family heirloom, the player earns goal-based XP by reclaiming the ancestral tchotchke.
I don’t want to end up mired in executional minutiae here. We’re talking overall approaches and top-level design philosophies. Every system designer will have to figure out some specifics based on the specific game they’re designing. Questions like, “who defines the goals,” and “do the characters share XP or does each gain XP based on their individual participation in challenges,” and “who decides what counts as a challenge,” are secondary questions and the answers aren’t as important as the general idea that overcoming challenges — and maybe accomplishing goals — is what advances characters.
Now, some of you reading this will think that what I’m describing sounds way broader than what modern D&D does with its kill-for-your-XP system. “If D&D did that shit,” you might say, “I’d actually be more okay with it.” Well, guess what, bucko? You need to crack a rulebook. Even the 2024 version of the Dungeons & Dragons Dungeon Master’s Guide offers a broad definition for defeating monsters that includes, explicitly, “cleverly avoiding them.” The DMG also suggests Game Masters give experience awards for non-combat challenges commensurate with combat challenges. Supplemental experience awards for accomplishing incremental and long-term goals are described as well. That’s what D&D calls Milestone Experience, by the way. Most people think Milestone Experience means you level up whenever the Game Master deigns to let you, but that approach is called Session-Based or Story-Based Advancement, and neither is strictly about the Game Master just deciding when the players deserve a level. This is all described in the 2014 DMG on pages 260 and 261 and in the 2024 DMG on pages 48 and 49.
You see what I mean about strawmanning? Lots of folks fighting about these systems claim modern D&D only rewards players for slaying monsters and that circumventing or neutralizing challenges just doesn’t earn advancement. That just ain’t frigging true. It’s not what the books say.
But even if it were true, I’d still be on the side of modern D&D’s challenge-based XP. I’d just say D&D did it shitty, and then I’d write a better system and share it here for all of you to use instead.
See, challenge-based XP is a very good, very strong way to provide advancement through gameplay. Games are, at their hearts, leisure activities that have a defined goal, present the players with challenges, and include rules for partaking in them. It doesn’t matter whether it’s the players or the Game Master picking the goal, and it doesn’t matter what the challenges are or what counts as winning. What matters is that goals exist and challenges lie between them and the players. A game is a game, and a roleplaying game is just a kind of game. At least, a roleplaying game adventure or campaign is a kind of game. Even if the goal is for the players to explore on their own initiative and acquire wealth and power, they’re still facing challenges and achieving goals.
Challenge-based XP, therefore, provides advancement for players who make progress in the game. Players who overcome the challenges on the way to their goals get to level up their characters. Advancement is tied inextricably to gameplay, and as long as players play the game in a way that leads to progress, their characters advance.
Most people have a backwards view of this, and I can illustrate that with the idea of victory points. In some games, you win by getting the most victory points, so you play the game by chasing victory points. Except, you don’t really. You do things that are defined in-theme as progress toward victory, and you earn victory points for successfully doing them. If the game’s about making Mars fit for human habitation, actions that, in the game’s world, make Mars more capable of supporting human life are worth victory points. Victory points are just a way of keeping count of how many things you’ve done successfully in pursuit of the game’s goals.
That’s simply the most natural way for any game to work. If you do the thing the game is about, if you make progress, you reap the rewards of that progress. If you don’t make progress, you don’t reap rewards.
What’s great about challenge-based XP, though, is that it works for any kind of game. Literally any. But I am going to stick to talking about fantasy adventure here. Whatever the goals, whatever the challenges, however you overcome them, if you make progress as defined within the game world, you reap the benefits. Challenge-based XP is just a reward system that rides on whatever the game happens to be about. If your goal is to get rich by plundering dangerous ancient ruins most wouldn’t dare explore, you advance by facing the challenges those sites represent and emerging victorious, even if victory means sneaking past the guardian daemon unnoticed.
This is probably a good place to actually define gold-for-XP systems. In traditional gold-for-XP systems like those featured in the original Advanced Dungeons & Dragons, several iterations of Basic Dungeons & Dragons, and numerous old-school inspired game systems, players earn experience points by recovering treasure during the course of their adventures. In AD&D, the formula was very simple. You earned one XP for every g.p. Easy peasy. Kinda.
See, I still don’t want to get bogged down in specifics, but in many gold-for-XP systems, players were required to actually bring the treasure they found back to civilization to earn advancement. See, old-school D&D assumed that a world once ruled by wealthy, powerful kingdoms and continent-spanning empires had fallen into a dark age. The wealth of ages past was lost in the ruins of ancient kingdoms. Thus, the adventurers would explore and plunder those ruins, recover the treasures of yore, and inject them into the contemporary economy. Treasure that didn’t make it back home didn’t count for advancement. In some systems, players had to deliberately dump treasure down character-appropriate money sinks like carousing or donating to temples to advance. But that shit’s all secondary questions.
You can probably see the big weakness in the gold-for-XP approach already. It only works in a game about recovering the wealth of ancient kingdoms, and it assumes the players are motivated, for some reason, to loot and plunder the world for treasure. If you, as a Game Master, want to run a game about anything other than stimulating the economy of a fallen world, or if one of your players wants a motivation that isn’t advanced by wealth acquisition, you’re stuck with a bunch of mismatched incentives. In the business, we call such things perverse incentives.
If the players want to advance, they have to recover treasure and bring it home. But if the characters aren’t wealth-motivated or the game presents other goals, the players and their characters are chasing different things. Imagine if the players have to decide between spending days transporting the cult’s treasury home and following a lead they discovered about an imminent threat in the next town. They have to choose between advancing their characters and pursuing their characters’ actual in-world goals. You can argue that’s the sort of meaningful decision that’s the bread and butter of tabletop roleplaying gaming, but I don’t agree. Meaningful choices should involve resolving conflicts between the characters’ goals, not resolving a conflict between the characters’ goals and the players’. The players’ and the characters’ motivations should always align. Choosing between advancement — a player motivation — and progress — a character motivation — isn’t roleplaying. It’s just kind of mean.
See, the beauty of challenge-based XP is that challenges are part of the gameplay. As the players pursue their goals, no matter what their goals are, they will face challenges. Otherwise, you don’t have a game. So whatever goals the players chase — whether you define them or they do — they are going to advance as long as they make progress. Gold-for-XP means that you must ensure that, whatever goals the players are chasing, they’ll find treasure on the way, whether they make sense or not. Moreover, converting the treasure to advancement can never, ever be allowed to detract from progress toward the next goal.
When you get down to it, gold-for-XP is just goal-based XP that only works for one, specific goal. I like goal-based XP as a supplement to challenge-based XP, but it’s got to be broad enough to encompass the whole broad spectrum of goals that you can find in fantasy adventure. Fantasy adventure can be about plundering the wealth of ancient kingdoms, but it can also be about the quest for the Holy Grail or the quest to save Andromeda from the kraken or the quest to destroy the One Ring to Rule them All or the quest to stop Sephiroth from wiping out all life on Gaia.
I’d actually argue fantasy adventure is more often about quests than it is about plunder. I think those stories are more satisfying to most people than scrounging catacombs for pocket change. But that’s just a matter of taste. Correct taste. Because it’s my taste.
Again, though, let me stress that challenge-based XP works equally well for a recover the wealth of ancient kingdoms campaign. Every site the players plunder presents hazards, obstacles, and challenges to defeat, circumvent, or avoid. Even if the goal is just to bring home loot, the players will still advance by dealing with the obstacles between them and the treasure hoards. And it doesn’t matter how you define “dealing with obstacles.” Avoidance and neutralization are perfectly valid approaches.
Challenge-based XP is actually totally agnostic. It doesn’t care what your game’s about or how you define progress. It guarantees advancement as long as the players progress, however you define it, because the nature of a game is to put challenges between the players and their goals. It’s much more versatile.
I have another argument here, but it’s a little hard for me to make because I have to admit modern roleplaying games suck sometimes at realizing their potential. Which makes me sad. There’s something that video games are actually better at here than tabletop roleplaying games that should figure into this debate more than it does. It’s something I plan to do better with in my own future work.
Experience points and wealth represent two potentially separate advancement tracks. Or, rather, they measure advancement along those tracks. Experience points lead to level advancement. Level advancement makes characters stronger and more skilled and more powerful and all that shit.
Treasure, meanwhile, leads to equipment advancement. With money, you can buy better armor and weapons or upgrade or enchant what you’ve already got. Or, often, you just find better stuff mixed in with the treasure. You can also enhance your character in other ways. You can buy horses to increase the distance you can travel and your carrying capacity. You can buy ships that open up new options for exploration. You can hire people to adventure with you. You can buy permanent or temporary blessings. Maybe. In theory. Like I said, I know modern RPGs mostly do suck-all with this, but that’s just unrealized potential. I’d rather have the potential and work to realize it than throw away the potential.
There’s actually a benefit to having two distinct but parallel advancement paths. Level advancement and equipment advancement are actually a very good, complementary pairing. Level advancement is the major advancement path. It’s automatic — as long as you’re making progress, you’re advancing — but it’s also mostly fixed. It comes at a steady rate, and the rewards are pretty narrowly defined. Your advancement is determined by your class and build, and any choices you make are about specific details within that framework.
Equipment advancement, meanwhile, is a minor advancement path. It’s supplemental, it’s haphazard, and, in modern D&D, it doesn’t drastically impact the game balance. In fact, it’s designed not to. It’s sort of a gravy system. Thus, it requires more active effort and direct choice by the players to gain advancement. It also provides a lot more freedom in how it’s used.
Again… in theory. Fucking modern game designers.
Gold-for-XP marries the two progression tracks. That makes both more shallow and less distinct. Worse, it means there’s never a situation where you can afford to leave treasure behind. With equipment advancement as a minor, gravy path, when character motivations don’t align with the pursuit of treasure, leaving it behind is a meaningful choice without being a complete screwjob.
It’s also worth noting that, as long as there’s anything worth buying in the game — anything at all, even healing potions and food — gold is extrinsically valuable. Players are motivated to collect gold. It’s worth doing. You really don’t need to incentivize it anymore. Gold-for-XP just elevates gold from something worth collecting when possible to something that absolutely cannot be ignored.
Honestly, I could close here. Frankly, I think challenge-based XP beats gold-for-XP hands down on the idea that it aligns purely with the players’ natural gameplay activities and that it encompasses a broad variety of different types of fantasy adventure and character motivations. Gold-for-XP can only build plunder the wealth of ancient kingdoms sandbox games, whereas challenge-based XP can build lots of different fantasy adventures, and that includes plunder the wealth of ancient kingdoms sandbox games. Challenge-based XP gets me everything I can do with gold-for-XP and a whole lot more.
You see why I say there’s no pro-con, cost-benefit here. The one system subsumes the other and does lots more besides.
That said, I do want to address some of the grognardy gold-for-XP arguments just for completeness’ sake. Though, really, I’ve mostly tackled the strongest points already.
For example, one common argument in favor of gold-for-XP systems is that it incentivizes the core gameplay loop of a proper Dungeons & Dragons campaign about open-ended, player-driven exploration. The players head into the wild, explore ancient sites, and bring the spoils back to civilization. Well, as I’ve already noted, it doesn’t incentivize that any better than challenge-based XP does. Every explorable site is filled with both treasure and challenges. You can reward the players for seeking either and get the same result. What I take issue with is the idea that this is the only proper way to play D&D or that it’s superior to quest-based play. Gold-for-XP locks D&D into a very narrow definition, and I don’t agree that that’s a good thing to do. I sure as hell don’t think it inherently leads to a superior style of gameplay.
Speaking of assumptions I just reject, many supporters of gold-for-XP suggest that it discourages combat as a default solution . Because advancement isn’t tied to killing monsters, players are actually better off finding ways to avoid combat. Or, better still, to avoid any confrontation at all.
Now, I’ve already addressed the fact that modern D&D’s challenge-based advancement does not incentivize combat at all. Players are rewarded just as much for circumventing fights, neutralizing threats, and overcoming non-combat challenges as they are for winning fights. So modern D&D players are also better off avoiding combat and confrontation. It’s the most efficient way to play.
But, frankly, I don’t see why discouraging combat, confrontation, and conflict is so great. Combat is fun. Epic battles with terrible monsters are a staple of fantasy adventure. I don’t want the players looking for ways to avoid the most exciting parts of the game. I reject the assumption that combat is a failure state.
I also reject the notion that testing players’ abilities to avoid fights is somehow a purer test of player skill than testing their strategic and tactical abilities. Especially given that a well-rounded adventure includes lots of different kinds of challenges. Combat is just one flavor of challenge. I think the players should be rewarded for any approach that gets them a victory. Including combat. The argument that combat needs to be discouraged as a solution is just saying, “Well, players should be rewarded for any approach except combat. Combat is them failing. Everything else is real gameplay.”
No. Just no.
Really, if you extend this argument to its logical conclusion, gold-for-XP actually incentivizes the players to “grab the money and run” while putting themselves in as little danger as possible. The absolute best ending is the players sneaking out of a cave with a dragon’s treasure hoard having never even been noticed by the dragon. I’m not really sure that’s the kind of game I want the players aiming for. If I did, I’d run heist bullshit like Blades in the Dark. And then I’d drive my car into Lake Michigan because heist bullshit sucks.
That said, I don’t think most players would play that way even if the incentives drive them to it. In my old-school days — also called my childhood — I had a few greedy-ass grab-the-gold-and-go thieves, but most of the players just played the game that was in front of them and didn’t think about the incentives. Because they were normal human people having fun.
I bring that up because another argument often cited by the gold-for-XP crowd is that it stops players from grinding for experience points by killing rats in a sewer instead of having a real adventure. Yeah, in theory, that’s true — though it’s also easily preventable with simple system guardrails — but who’s ever seen players actually do that in a real game? And what stops those real players from grinding coppers by “grabbing the gold and going” in gold-for-XP games?
It’s a spherical chicken in a vacuum argument. I don’t put much faith in it.
Though if I did want to engage with the argument, I could make the point that, because challenge-based XP is motive-agnostic, there’s no advantage to grinding that’s better than not grinding. The players will advance whether they slay rats in the sewer for hours at a time or whether they go do something that aligns with their actual gameplay motivations. Slaying sewer rats is no more or less beneficial than actually having a real adventure, and the real adventure is probably more fun.
Like I said above, though, I’m less interested in picking apart the faulty arguments and flawed assumptions that grognards scream online to justify their clinging to gold-for-XP than I am in analyzing the two different advancement philosophies and seeing which one is the better design choice. So I’m going to stop here. Because, really, no argument about how awesome gold-for-XP is will overcome the fact that challenge-based XP does everything gold-for-XP does, and it does more besides. It’s more versatile and more agnostic and less likely to lead to perverse incentives outside a very narrow definition of Dungeons & Dragons.
And if you really must have gold-for-XP in your game, just treat it as a goal-based supplement to challenge-based XP and you’ll get the best of every world with no downside. Except, of course, for the strawman downsides you invent because you can’t be bothered to read a frigging rulebook.
But that’s a you problem.
General you, not Ideasmith you. You’re cool. We’re cool. Thanks for asking.

I consider myself something of a grognard (having begun my DnD experiences in 197…8? I think. Maybe 79?), and I always thought gold xp was kinda lame and nonsensical.
I started in ’75 or earlier, and I think Gold for XP works fine, if gold is the goal. Angry makes an excellent point that Gold for XP is just a subset of goal based XP. That hadn’t really occured to me, and I think it pretty well kills my interest in ever returning to Gold for XP, which I had hitherto considered tempting.
Also in agreement with Angry, I’ve lost count of the number of times I’ve been told that modern D&D only gives XP for killing things, and had to point out that sneaking past the monster was good for full XP and that this was an EXAMPLE in the DMG of the game the player/DM claimed to be playing.
Of all the aspects of old-school D&D that people could cling to…gold-for-XP? It’s like they’re trying to play the game worse on purpose to prove how much better they are at having fun or something.
Literally the worst bit of Windwaker was when you had to find every single coin in the game for that idiot in a tower, and for this reason alone I could never make a bunch of players go fishing for gold for hours on end. Another cracking reboxing
I thought this would be an article about an idea to trade gold for xp since gold becomes less interesting at high levels. Maybe some kind of training or whatever as a way to make gold something worth getting, not sure how it would work or whatever, I thought that’ what I would see here.
I’ve gone different ways with this in my games using materials or high quality stuff or enchanting but frankly finding magic items is more fun. Gold as convenience works until they have all the convenience. Gold as a sink for repairs and all can be a kind of goal in itself for a while but players need something to look forward to do with it. I’m mixing all that but I’m still not satisfied.
Maybe you will tackle the equipment advancement part of your article someday.
I’ve been using AngryCraft in my campaign and have found it gives a real value to obtaining gold (or materials to sell for gold): buying basic materials to craft +X Weapons of higher rarities, or other high-rarity items to use in other recipes.
Although that’s probably too big of an undertaking to just implement in a game (it took me months to “finish” it and it’s under constant refinement)
If these efforts towards completion are in a format that lends itself to easy sharing, I’d greatly appreciate you sharing a link thereto. If not, or you are reluctant to share a work still in refinement, no problem. Thanks for your time.
Poor Maddog, walked right into that human-sized blender.
Re: Alignment – I think lots of the readers would enjoy reading about it. I for one would really like to see that article (aartukulhype)
I’m willing to dance in the comments for an Alignment article.
I’ve been running games that use gold-for-XP for decades and it works great. It just promotes a different style of play and a different overall vibe than modern D&D does. It’s hard for me to imagine gold-for-XP working in 5e (or whatever the current iteration is called).
I understand all the arguments for both sides, but you just mentioned the most compelling one that nobody uses: “for decades”.
I’ve only ever seen successful long-term campaigns in gold-for-XP setups. I’d love to see a counterexample.
I’ve been running Old School Hack since shortly after an Ask Angry article in 2020 (thanks, Angry!). In OSH you get Awesome Points from your friends when they think you’re awesome, then you check off one of twelve boxes whenever you use an Awesome Point to be awesome, and when everyone has checked off all their boxes you all level up. It’s nothing like gold-for-XP, and that hasn’t stopped us from playing for years.
For the sake of transparency, I will admit we’ve played multiple campaigns in that time, but only because I like games that end.
Also for the sake of transparency, my players frequently get awarded Awesome Points for showing up to the game with snacks.
My current 5e campaign has been running since 2018, and uses challenge based XP rewards. I consider it to be a successful long-term campaign.
From the get-go I let the players know that XP would be rewarded for overcoming challenges and NOT just for killing monsters. Random encounters don’t award XP, so you can’t “grind” by running around a random forest for no good reason. Disarming and bypassing traps does award XP. Stumbling into traps does not. Sneaking past monsters in a dungeon does award XP. Achieving quest goals does award XP.
As a result my players’ behaviors match what I expect from them. They’re free to choose whatever fun, adventurous method they like to overcome a given obstacle.
It works really well.
P.S. 3rd edition was released in 2000, i.e. 2.5 decades ago. OD&D has another 2.5 decades on top of that, so naturally you’re likely to find more examples of “decades long” campaigns.
Maybe check back in after another 25 years?
Well, just to clarify: I’ve also run a very successful 5e campaign in which almost all xp came from monsters and played in a 5e campaign where the DM seemed to award xp for challenges. Both were fun campaigns but the latter felt a bit arbitrary when it came to level advancement.
Gold-for-xp promotes a certain style of play and the modern xp systems promote another. Both are equally valid and the choice of which one prefers is pretty much totally subjective. At this stage in my life I prefer the old school style of play, with emphasis on exploration, emergent storytelling, and player skill over character power. But me saying that is not a reflection on what other people find fun.
I dunno, man. I’ve been running games, on and off, since 1984, which I believe counts as ‘decades’.
I have never used gold-for-xp because it always seems dodgy. Doesn’t make sense to me to do it.
PCs in my games find gold, as an intrinsic ‘bonus’ reward for being in the world, or they don’t, and struggle to equip themselves, scavenging dungeons, castles, lairs and battlefields for ‘loot’ in the form of equipment. Then they get XP for achieving goals, such as stopping the villain, rescuing the rescuee, slaying the monster or saving the world. Exactly as Angry described.
For a specific example of a successful campaign, the PCs once had to foil a deranged wizard who was using a crashed Netharese flying citadel that had a town built over it, and the Mythalar that once powered it, from selling his soul and everyone else’s in the town to an evil transplanar entity. They got XP for each step of working out what was going on, foiling each sub-plot (and thus an NPC), finding artefacts that could help, exposing the corrupt Watch who were helping said wizard, and generally f’$*ing his sh%t up.
The guidelines for this are on page 40 of that DMG. Its a pretty comprehensive description of all the things a DM could award XP for.
I mean, the campaign you describe there is a pretty good example of what I would call the modern style of play (although really it dates back to at least the 1990s). There’s a big evil threat and the PCs have to confront it. I’m sure it was a fun campaign and it probably wouldn’t have made sense to use gold-for-XP.
Gold-for-XP encourages a different playstyle altogether, one that is based on exploration & mapping, player choice, faction play, emergent storytelling. There’s less of an assumption that the PCs are heroes, more moral gray areas in the style of old sword & sorcery stories.
I must’ve mistakenly written the above comment here instead of another article while reading them both.
Re: this article – I love challenge- and goal-based XP. I’ve got a very close friend, but who’s very weird about XP and kind of doesn’t want to use it if there’s an option not to, or if their opinion could change my mind about it. And yet, they’re currently in another game where they say there’s also XP for combats, and they say it’s actually quite okay, despite said XP being ONLY awarded for combats, but not avoiding, not for overcoming other obstacles and challenges, and not for accomplishing goals.
Kids, use challenge-based XP. Angry uses it. Be smart, be like Angry.
Including XP-for-gold as one of the challenges for “challenge advancement” is interesting, mostly as it’s nice to have an obvious source of XP that feels under your control. Even when doing proper Angry XP reporting where the source of experience is clearly stated when handing out the rewards, no player knows offhand the actual numbers for any given encounter. Scooping up a sack of 1000gp and knowing you can get 1000xp for bringing that back to Town feels different from earning 1000xp for making it to the loot.
Pokémon Tabletop United recommends one concrete source of trainer experience: 1xp for every new species captured, where every level is 10xp. This gives some context for every other reward, plus there’s an ever-present secondary objective in encounters which is limited by GM selection but feels under player control.
“it stops players from grinding for experience points by killing rats in a sewer instead of having a real adventure.”
I am confused. Do people really make this argument? I can only imagine this scenario if both the player and the game master just gave up on the game.
THANK YOU!
At a time when games worked on setting continuity like MMOs (different players and DMs every session but also the same campaign) you could do things like grind rats to slingshot your clique’s level past other players with basically no risk of character death, then participate in the “main plot” while being over leveled for it.
Well, I do agree 100% with your explanation, but it doesn’t change my view on the matter. In fact, it validates my opinion that Old D&D gp-for-xp system enforced one kind of gameplay: exploration based gameplay. It was not about overcoming challenges head on, but more about being sneaky, cleaver and most of all, able to come back to tell the story.
Does that mean that this is only way to do XP, or the “right” way? Hell, no! But it does generate a different gameplay experience. You’re changing the goal of the game, after all
Here’s a question because I’m genuinely curious. Would you run the following type of adventure, given that it’s a different kind of gameplay?
Farmers need help because goblins keep stealing their sheep. The adventure would involve stopping the goblins from stealing any more sheep.
There are a number ways that adventurers could try to achieve this goal. Kill the goblins, find the goblins an alternate food source, masquerade as the goblin’s god and demand that they leave the sheep alone, etc.
Assuming that the farmers cannot afford to pay any substantial reward, and that the goblins are also not very wealthy, the characters would only be motivated because its “the right thing to do”.
In this scenario there is no real gold or treasure to speak of, but could still be a fun adventure. Is this something you would even consider playing at your table?
Of course it is worth playing. Not only that, but I’ve done plenty of games that are challenge oriented, quest oriented etc.
Gold for XP is a tool to promote one kind of gameplay experience. The better you understand the tools at your disposal, you can pick the ones you need for the job you want to do.
If I’m planning an adventure where the main goal is to help the farmers because it’s the right thing to do, I would focus on build interesting NPCs, non-monetary rewards (like free healing from the local cleric, good food that act like healing potions, bards telling their tales at the tavern and even the simple “thank you, adventurers” can do wonders as a reward).
Likewise, if I’m doing an open world adventure, where players have more agency about what adventures to tackle and in which order, I would not pick a system where the progression is adventure based, like 13th Age or Shadow of the Demon Lord.
Again, right tool for the right job
Thanks for the response.
Right tool for the job. Agreed.
Yes. And in a game about mercenary plunderers, Gold for XP is the right tool. But it isn’t the right tool for an exploration-based game about people seeing the wonders of the world and satisfying their own curiousity. It’s the tool for grave robbers and the minor villains in the prologues of Indiana Jones museums.
I disagree that it promotes exploration because it doesn’t reward exploration. It doesn’t reward curiousity for its own sake. It rewards profit from plunder. As long as the Game Master ensures exploration is always profitable and as long as the players and the characters are profit motivated, it works. Moreover, it adds an extra element that exploration isn’t banked until you return the gold to town. Which is considered a feature of such systems as it adds logistical challenges to getting treasure back. Which also isn’t exploration.
So, XP for Gold rewards exploring only treasure-filled locations provided you overcome the logistical challenge of bringing the gold back to town.
If you actually want to reward exploration, you need a system where players are awared for experience points solely for making discoveries, regardless of whether those discoveries are monetarily valuable and regardless of whether they transport those discoveries back to town.
And, again, it constrains the players to characters who are motivated solely by monetary gain. Characters motivated by the desire to explore aren’t promised a payoff unless they’re plundering.
So, in the end, Gold for XP doesn’t even provide the experience it claims to provide because it doesn’t reward exploration and it doesn’t allow pure discovery as a motivation.
If you want to to incentivize exploration, you need a system that has nothing to do with money.
Again, I don’t disagree with you. It promotes a very specific kind of exploration – dungeon delving and plundering.
That’s what I consider Old School gaming, by the way. Get to the dungeon, loot the treasure take back to town. Systems who claim to be “Old School” just because they’re deadly, to me, miss the point of the OS games completely.
Explore the dungeon, get riches, survive. That’s the experience that the GP-to-XP provides. It is, of course, a limited experience, and the hobby surely evolved from this kind of game to something else entirely.
But it’s still a fun gameplay experience, with a clear goal for the players. Get in, get riches, get out. The rest is gravy.
What I consider Old School Gaming is: Gaming group finds poorly written rules, misunderstands them, and ends up having more fun then if they understood them.
In more recent games, getting the rules wrong is less apt to be an improvement for the group.
Can still happen though.
But how does it promote that kind of exploration more than progress-based experience? If that kind of exploration is what your players are out to do, then every time they get to the dungeon, they’ve made progress. Every time they loot the treasure, they’ve made progress. Every time they get the treasure back to town, they’ve made progress (and maybe achieved a goal to boot). So there you have it, progress based experience promoting “Old School” dungeon delving.
Unless by “promote” you mean “penalize and/or eliminate any other option for gameplay”, which a strict gold-for-xp system does very well.
Also, btw, gold for xp doesn’t actually motivate dungeon delving. What it actually motivates is finding the most easily commodifiable resource in the game world and the most easily repeatable method of doing so. That’s why guys like Sam Walton and Bill Gates are multi-billionaires and guys who dig for buried treasure end up broke. And even the ones who “strike it rich” treasure hunting end up with a payday of tens of millions at most; hardly a pittance in terms of the wealthiest. So in an “gold for xp” game, Gates & Walton are like level 1,000,000 while adventurers are dying in dungeons or, if they’re lucky, struggling for level 10.
Like Angry said, progress based xp subsumes gold for xp, and thus does everything it does at least as well, and everything else much better. The only thing gold for xp does is force a specific play style, and it only really does that if the DM puts his thumb on the scale to stop the players from pursuing true wealth.
Two points I would like to make:
First, Walton/Gates type income doesn’t typically count as “treasure gained by adventuring”.
Second, using ‘gold for XP’ (as it is called) for a motivator takes very little GMing skill.
Goal-based XP takes very little GMing skill. Actually, most XP systems demand almost no GMing skill. It’s just following instructions. Whether it’s the instructions in the book about how many XP to award per gold piece or how many XP to award for overcoming an encounter or for a goal or per session or whatever, or whether it’s the instructions in the adventure module saying, “give the players this many XP for this encounter” or “if the players complete this chapter, give them such and thus many XP,” there’s no real GM skill at all.
I’m not sure whether you count “doesn’t require GMing skill” as a positive or a negative, but it’s a really weird point to make in either case.
What I do count as a negative is, “does not allow for GMing judgment.” Gold for XP doesn’t leave the GM much leeway for making judgment calls. It’s just a straight conversion. More general forms of awarding experience, while they don’t require any more skill than reading off a table or following instructions, can also include space for GM judgment, evaluation, and adjustment. That’s a good thing. The open-endedness of roleplaying games relies on GMing judgment. Without it, you don’t have open-endededness or agency or even consequences for choices. I like offering Game Masters the option to increase XP awards when the players handle challenges especially efficiently or to decrease XP awards when the players only marginally accomplish their goals or manage to only score a pyrrhic victory. It connects the players actions, choices, plans, and mistakes directly to their advancement and incentivizes them to act with skill and discernment instead of “by any means neccessary” mercenary play.
“Many of our henchmen died, but that’s what henchmen are for; at least we got to the gold back to town. Let’s level up.”
“Walton/Gates type income doesn’t typically count as “treasure gained by adventuring”.”
That is largely my point; “golden for xp” doesn’t suggest that level of discrimination. Whether the gold comes from .plundering the Tomb of Horrors or from selling Rivendell wine at a 120% profit in Mordor, 1,000,000 gp = 1,000,000 up. If you’re going to apply subjective considerations like “did you face enough peril to earn up for this gold”, then you are essentially applying progress-based xp, and declaring that becoming successful merchants isn’t sufficient “progress” in your campaign, but killing enough monsters and defeating enough traps is sufficient “progress”. So not really the “golden for xp” model.
Reply to Angry:
I understood you to have been interacting with GMs who messed up following the instructions for challenge-based, while managing to follow instructions for treasure-based adequately. Did I misconstrue?
I am making some assumptions that seem worth bringing up:
I remain sure that XP gained for “treasure gained by adventuring” became popular back when hardly anyone was good at GMing.
And that “It’s just following instructions” does not always take the same amount of skill. And that how much skill is needed to follow instructions is affected by what the instructions are for.
And that leeway “for making judgement calls” only matters in the short term if the GM has the skill to make helpful calls. And that the potential long-term benefit of getting practice at making judgement calls can be invisible to someone switching between to XP systems that don’t have that leeway.
As for whether “doesn’t require GMing skill” is a positive or a negative, that depends on the skill and priorities of the GM.
Reply to King Joey:
Unlike you, I am convinced that Angry was answering the question he quoted at the start of this Ask Angry.
Firstly, it works beautifully as an answer to said question.
Also, answering the question is how Ask Angry has consistently worked in the past, and is obviously how Ask Angry is supposed to work.
Finally, this is far from the first time I have seen “gold for XP” used to mean XP gained for “treasure gained by adventuring”. Even though I used the latter wording in the question.
Thus far, you have not given any reason for your assumption. In fact, technically, you have not even said that you were making it.
On the off chance of you not already knowing, the reason I keep putting “treasure gained by adventuring” in quote marks is that I am quoting from the Ask Angry question.
Thank you, Angry, for answering my question. The answer had the sort of insight and perspective I was hoping for.
My condolences on the strawmanning. I’ve learned that when discussing rules online, I should double-check any rules I’ve learned in play. In the rulebook. (I even often double-check rules I didn’t learn in play.)
As often happens when a question is answered, the answer has brought more questions to mind.
Yeah… I saw the e-mails. We’ll be returning to the topic.
The reason gold-for-XP is even a thing is because iteration after iteration of DnD failed to ever create a proper economy. If you had that, gold would be its own reward and those sorts of games wouldn’t need XP. Original Traveller (funny how rarely that ever gets called ‘Old School’, when it SO is…) did fine without XP or advancement. Because the economy was critical to the game.