Blog Book Club #43: XP for Loot in D&D

Welcome to this week’s blog book club. This week we are discussing XP for Loot in D&D from Rambling Bumblers by Joshua Macy.

Next week we’ll be reading Dissociated Mechanics from the Alexandrian.

You can see a list of previous blog club posts here.

___

The post examines the idea that the Loot for XP can be a core part of the gameplay loop for OSR Play. Full disclosure, I am already a full convert. I enjoy Loot for XP as a player because it brings a clear focus and objective to the roleplaying sessions I play in. In the OSR where fights are less important, for me logistics and wealth acquisition becomes the “GAME” part of RPG. Its fun to take risks, accumulate treasure, struggle to get it back to town, and watch characters grow strong enough to take on new threats. Without this loop I can feel lost, but I think this is very person specific.

Despite my love of loot for XP, I still like that BX rules dish out a little something for defeating monsters. This helps ensure in a session that at least some XP is being earned and can make things a bit less boom and bust. I think a secondary use of XP for monsters is that it can be a trap for greedy and completionist players to expose themselves to risk without a lot of reward. Presenting suboptimal options for the party (along with the ability to learn more and become informed) allows for smart play. Squeezing every last drop of XP out of a dungeon may be theoretical possible in some instances, but it shouldn’t be encouraged.

I enjoyed reading this posts examination of what a slog XP becomes when fighting only with no loot. While some people may have this association with modern trad adventures, I think it cuts both ways. I would guess this is what most modern edition taught D&D player see when they crack open Keep on the Borderlands for the first time and scratch their heads at how fighting through the monster canyon gauntlet is even supposed to work. It took me a long time to realize the potential fun to be had in avoiding fighting to focus on loot retrieval.

I also appreciated in Macy’s analysis that XP for loot reduces the risk of the dreaded ‘15 minute workday’. Incidentally this reinforced the idea that wandering monsters are important as they keep the pressure on parties who are trying to conserve their strength so they can use it to explore the dungeon. XP can be thought of as incentives for player behavior, so presenting the 15 minute adventure day as a side effect of fighting based incentives was an interesting argument that I hadn’t been exposed to before.

However, this post assumes that lack of treasure causes players to seek more fights. And maybe that was true for a while. But that assumes that the base rate of XP from fights stays the same instead of changing with a differing game system. As near as I can tell it would take 13 “challenging” fights for 3rd edition D&D party to level up, granted that is less than the 20 example outlined in this post but still sounds like a chore! Both for players who need to survive and the DM whipping out the calculator before and after every session. By 5th edition it only takes about 3 challenging fights for a party to get to 2nd level which is often intended to be done over the course of a single adventure.

The role of thieves and wizards in combat is also evaluated. Its noted that these classes have difficulty participating in combat in OSR games and excel in other areas of dungeon delving. So a side effect of less loot for XP, is that it encouraged designers to make those classes more involved in combat. Over time thieves evolved into striker type roles who are always angling for backstab in combat and the wizards eventually gained unlimited attacking spells in later versions of the game. This can create a feed back loop, as unlimited magic via cantrips can short-circuit environmental exploration and make treasure easier to claim. This contributes to a type of inflation where gold just doesn’t matter as much if its easy to lay your hands on.

The post also looks at possible hurdles with XP for story rewards. Their effectiveness can be GM dependent. My recent experience as a Dolmenwood player details that story awards are good but inherently less dependable. OSR games thrive by having players in control. When the objectives are clear and communicated players can steer gameplay. It can be hard to be proactive about such goals like going to new places, and obtaining secrets. I think these have interesting possibilities for advancement but currently exist only to complement treasure in the games i have witnessed them in.

Ultimately, I believe the consequence for leaving loot for XP is the chance of devaluing the entire XP system itself (which for some games could be desirable). The 5th edition D&D handbook had no loot for XP, rules for monster for XP but DMs were encouraged to assign large amounts of XP for hitting specific milestones such as clearing a dungeon, or completing objectives . Before long, XP was rarely tallied from monsters or quests and groups simply leveled up at pre-established checkpoints created by a GM or adventure writer. This made XP for monsters increasingly vestigial. Further, when you don’t need to scour the dungeon for treasure to level up, the environment itself ceases to be important for purposes of character progression and runs the risk of becoming set dressing if its not given another job to do. The dungeon is then merely the backdrop for the location where adventure happens rather than the adventure itself.

Overall I find this an interesting post, I just think its a bit narrow in its approach to advancement as either fighting or looting. Ultimately, even though I am a fan of Loot for XP, I need to do some soul searching to ask myself whether a broader range of activities should be mechanically rewarded vs players choosing to do things because its cool and narratively advantageous.

1 Like

I’ve never been fully sold on xp for gold. Likewise, never been sold on xp for bodies. Milestones, likewise, though that approach has been more useful.

Mostly what I’ve done is simply award points when I think some advancement is in order. That’s it. It’s not tied to any milestone or measure of completion of an adventure or anything other than I think it’s time for a boost. Award some points and then check to see if any PC is eligible for a level increase (and that usually requires training time).

I did encounter a report of using time in play as a source of experience, and that makes a good deal of sense to me. Show up and play the character and the experience accumulates as the PC goes about in play.

I’m a big fan of gold for XP for a few reasons.

  1. It gives players the ability to push their luck. Play it cautiously and advance slowly, or risk it all for a chance to level everyone up? They can see the gems in the idol’s eye sockets, and decide for themselves what they’re willing to risk. Milestone/GM fiat leveling takes that agency away from the players, and XP for corpses incentivizes the kind of combat slog that drove me away from D&D 5e.
  2. It supports an open table. Running an epic quest when Frodo and Gandalf have to skip a week gives a variety of bad options. (Skip the session? Run the PCs as NPCs? Frodo is laid up by a mysterious dagger-illness from last session?) In a gold-for-XP game, the remaining PCs, or a completely different party, can go get themselves some gold anyway, and balance the risk against the larger individual shares from a three-way split.
  3. It encourages hijinks. Maybe the party comes up with a cunning plan to impersonate the goblin clan’s goddess and con them out of their gold; maybe they build an elaborate Rube Goldberg device to get the treasure chest over the lava chasm and into their hands. They have a goal — get rich; they have a situation — the lucre is here. From there, the possibilities are endless and (in my experience) much more open-ended than a “slaughter 50 orcs to reach the next level” hackfest or a “guess what the GM thinks is an accomplishment that deserves a cookie” milestone/fiat approach.
3 Likes

Re: #1 – The players don’t lose any agency with a time-in-play model or GM-choice award model. They can still choose to play it one way or another. There’s just no incentive to play it any one way in particular. The In the GM-award approach, the GM can decide they get xp slowly for really cautious play, so it can certainly reflect player choices.

#2 – I’ve always run the PCs of missing players as NPCs. The PCs of the players who show up still get normal xps, using whatever system I’ve decided on for that campaign. The PCs of the missing players can still get lesser amounts of xps. I don’t put the attending players at the mercy of missing players in regard to play or xp.

#3 – As I said, I don’t take a milstone approach. The players absolutely can’t guess when I’m going to drop some xps on them because the awards aren’t tied to any specific things in play. The players are free to play in any fashion they see fit and know that xps will come their way at some point; they can neither speed that up nor slow it down, so it becomes irrelevant to how they play…which is generally how I want it.

That’s the important part to me. I want the players to have PCs engage in derring do if that’s how the players want to play. I want the players to play cautious PCs if that’s how they want to play. I don’t want any game mechanics to prioritize any one approach.

XP is awarded in your game randomly? I am astounded; I don’t think I’ve encountered that before either from another GM or system. I would not enjoy that style of play, but I admit I like incentives that help direct player behavior. It’s one of many ways to align the group on the same page about the game, especially in cases where players play disparate characters with possibly diverging motives.

Even with incentives like loot for XP there’s space for players to choose what their characters do, and choosing to play against an incentive can even be more meaningful since it impacts the players’ experience of the game.

3 Likes

I like loot for XP, and I think it complements another feature of older editions of D&D, different experience tables for each class. It’s another way to create interesting choices in play:

  • Players with a character close to a level up may play a little riskier to help them reach it
  • It creates a choice point for when to withdraw from the dungeon to unload treasure (the paladin can finally gain another level if we go back to town now)
  • Players with high level characters may want to push ahead to help their companions level up

At the same time, I think it’s important to make sure money sinks are available. Are there factions, domain-level play, training, or other opportunities for characters to invest their money? Otherwise, the gold gained for XP can start to stack up.

In short, I think it’s good to incentivize the behavior you want to see in the game.

2 Likes

The very first time I did it wasn’t at all intentional. The players were highly focused on what the PCS were chasing around doing and I simply wasn’t tracking any monster xp, and the PCs hadn’t grabbed much loot (and hadn’t made it back to town, anyway). I realized it’d been some time since they were awarded any xp and decided to drop some. The players were surprised as they realized they’d been playing for quite a while without xp awards, and reported that they’d been so engrossed in play events that they hadn’t missed the xp. Staying at their current level was fine because they were enjoying play without thinking about xp.

I may be slow on the uptakes at times, though that got me thinking right away. The players weren’t chasing xp. They enjoyed loot and didn’t much worry about how many xp came with it. They fought when they had to and didn’t worry about the xp (nor fuss over killing blows). They simply played on because they enjoyed playing those characters. I quit tracking bodies and loot counts and awarded xp when I wanted them to feel a bit of advancement.

I think that’s why the notion of xp-for-time-played made sense to me. The incentive for players is simply to show up and play. It doesn’t provide an incentive to focus on loot or fighting, just on playing. I like that. They decide when to leave a dungeon based on resources and other diagetic logistics (“we could really use more rope so we can leave lines across those chasms”).

One of the benefits of not using loot-for-xp is that treasure doesn’t need to be as plentiful so it’s easier to manage PC hoards and easier to drain funds via money sinks.

1 Like