On Old School Pathfinder
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My brother, astounded by the changes in 3.5 ("Whadda mean there's no level drain?!") |
"I mortalbane anything that appears."
Skum jumps out of the water? Mortalbane. Kick open a door? Mortalbane. That plus the 2d6 from the arcane blast is pretty effective at level 3. Not that the combat druid and her trip happy wolf aren't pulling their weight.
The point is, if there's something coming, our default move is to kill it every time.
We had an encounter with an albino bear. My wife says "I don't think we should kill everything."
I say, ok, but that's experience points drifting away on the wind! That's one more encounter we are going to need till we reach level 4.
What's your point?
Well, gaining Experience from Killing Monsters drives a very specific sort of play. The play where you kill people after talking to them because that's how you extract experience points from the game. It's a very different play-style than old school play.
But all is not lost! You can give Experience for Gold in Pathfinder with almost no changes and I'm here to tell you how!
What's this Sorcery?
Initially this seems like a very complicated problem. Design-wise, equipment, and by extension wealth-by-level, are a substantial portion of player power. If you handed out gold for experience and the players were over or under-leveled, then their power level would be off versus the CR of opponents. This might not seem like a big deal to anyone who's never had to run combats week after week for a 9th level Pathfinder party, but having those numbers off makes things a lot more difficult. (Not impossible, just difficult)
Thankfully, however, we can give Experience for Gold and lose nothing.
The wealth by level table tells us 15% of every level should be in disposable goods. This means the actual gold awarded to reach the appropriate wealth by level will be 10%-20% higher than what's listed.
Here is the expected player wealth at level 2: 1000 gp. Here is the experience needed for fast level advancement: 1300 xp. Here is the expected gain it wealth between level 2 to level 3: 2,000 gp. Here is the experience needed to gain level 3 from level 2: 2,000 xp. Here. I will make a table. Note that this table shows what you need to acquire between each level, and not the totals, like the Wealth-By-Level chart here or the Character Advancement Chart here.
Level | Fast XP | Wealth per level | Difference |
1 | 0 | 0 | 0 |
2 | 1,300 | 1,000 | -300 |
3 | 2,000 | 2,000 | 0 |
4 | 2,700 | 3,000 | 300 |
5 | 4,000 | 4,500 | 500 |
6 | 5,000 | 5,500 | 500 |
7 | 8,000 | 7,500 | -500 |
8 | 9,000 | 9,500 | 500 |
9 | 16,000 | 13,000 | -3,000 |
10 | 21,000 | 16,000 | -5,000 |
11 | 34,000 | 20,000 | -14,000 |
12 | 40,000 | 26,000 | -14,000 |
13 | 65,000 | 32,000 | -33,000 |
14 | 85,000 | 45,000 | -40,000 |
15 | 130,000 | 55,000 | -75,000 |
16 | 175,000 | 75,000 | -100,000 |
17 | 250,000 | 95,000 | -155,000 |
18 | 350,000 | 120,000 | -230,000 |
19 | 500,000 | 155,000 | -345,000 |
20 | 700,000 | 195,000 | -505,000 |
Let me answer your questions!
But the chart breaks down around level 9! The players will get waaaay more gold then they should have.
The Wealth-By-Level chart indicates the amount of gold players should have invested into magic items. Any gold or wealth they receive beyond that, as long as it is non-convertible to magic items, still provides experience and does not increase player wealth.
What kind of things are we talking about here? Taxes. Land deeds. Castle expenses. Army Upkeep. Magic item theft and destruction. Disposable magic items. Exactly the same types of things old school characters begin to deal with at that point.
But what if I don't want to use the fast level advancement chart?
Conveniently pathfinder includes this handy Treasure Values per Encounter chart, meaning that if you use the fast advancement chart and hand out treasure based on the slow treasure values per encounter, you will get some slow advancement! This assumes a party of 4. You can further adjust the advancement rate based on the number of party members using fractions. E.g. if you want to do the slow rate, and have 5 party members, 170 gp times 5 party members is 850, divided by 4 is 212 gp per encounter with 5 players instead of 170.
This is dumb because you have to do shenanigans to remove gold, and experience for gold is dumb, and your blog sucks.
Well. It requires very little for 9 levels and what happens at that point usually requires gold that doesn't turn into gear, there's a ton of literature about the type of play gold for experience drives, and I have often found that people that hate on this blog (oh, and they are out there) often have not released a ton of content for free.
I've gotten rid of handing out experience points and just automatically level the party-
ugh.
Enjoy a completely new Pathfinder experience!
*Pathfinder pendants: Yes, my home game is 3.5 and uses a warlock. The example is from a very similar game that hands out experience for very similar things! Do not get hung up on the details!
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