You gain experience for finding treasure

>You gain experience for finding treasure
>You gain experience for overcoming challenges that do not involve combat
>You gain experience for defeating things in combat

You only get to pick two of these. The third one does not give you experience under any circumstances. Experience is only divided among those who would actually gain it. If you pick noncombat and combat, and find 5000xp worth of diamonds, you get nothing while the other two get 2500xp.

What two do you pick?

I pick none, I pick Rapture

This is the basic class selection process in 2e AD&D.

Finding treasure and defeating things.
SMITE AND LOOT

>[You gain experience for defeating things in combat] does not give you experience under any circumstance.
u wot m8
I pick finding treasure and killing monsters

>You gain experience for overcoming challenges that do not involve combat
>You gain experience for defeating things in combat
Fuckin' done.

Why would finding treasure give experience?

I pick a better system.

Why would killing things improve your lockpicking?

>You gain experience for overcoming challenges that do not involve combat
>You gain experience for defeating things in combat
These two, since not every combat or noncombat challenge will yield treasure.

No
>You gain xp for accommodating goals
>You gain xp from good roleplaying
>You gain xp useful for skills you actually use in session

Is this a thinly veiled dnd sucks thread?

But it doesn't, he picked the overcoming challenges that do not involve combat, for example lockpicking. Remember, you gave us to pick two.

Why would finding a golden chalice on a goblin improve your lockpicking?

Because valuable treasure tends to be in dangerous or guarded places

I pick the first and the second. Move into a bigger place, keep it messy. Acquire some minor treasures, keep losing and finding them in my chaotic dwelling for infinite experience loophole and argue that it also counts as overcoming challenge to make the progress twice as fast.

Alternatively second and third for sparring matches - defeating doesn't need to mean killing, so the same opponent can be defeated repeatedly.

so places where you would
>gain experience for overcoming challenges that do not involve combat
or
>gain experience for defeating things in combat

You guys simply need to stop.
Existing, if at all possible.

>Break into noble's house
>Plunder his jewelry
>Noble is not worth killing, neither is his guard

Not an argument.

Overcoming dangerous or guarded places to gain the treasure can be done either by combat, or non-combat challenges.

The second and third. Having classes gain experience from different mechanics was a mistake though

Rance thread?

Might as well ignore completely forgotten ruins then

>Challenges and combat

Cuz muh verisimilitude.

Tho shout-outs for treasure because that creates some awesome interactions.

Number 1 and number 2
Fighting should be a 'oh shit' failure state, not a goal

Breaking into the noble's house and plundering his jewelry is a challenge that does not involve combat.

Treasure is always useful because of what you can do with it besides XP.

I just use XP for treasure. Players shouldn't be penalized for avoiding obstacles rather than overcoming them... so rather than give XP for every obstacle they could POTENTIALLY have come into contact with, I just don't incentivize overcoming obstacles.

Nice

Same. Killing things for XP rather than any in-game reason to kill them is the worst sort of cancerous murderhoboism.

And GP=XP means that they KNOW the golden eyes of the Toad God are worth 5,000 XP. Clear and immediate, none of that 'uh, surviving the quicksand, that was an obstacle, the lock was an obstacle, jumping the pit was an obstacle- oh wait you went around and never saw the pit, hmmm...

>Fighting should be a 'oh shit' failure state, not a goal


Depends on system.

>treasure
>overcoming challenges
It's retarded that you would segregate "overcoming from challenges" from "combat" so in your theoretical garbage game is combat never a challenge?
That being said, for a thief game it would make sense to disincentive combat

Do you need your safe room?

Because you absorb the life essence of that which you kill to empower yourself. Treasure doesn't have life essence. Unless you're using some really fucked up treasure.

>You gain experience for finding treasure
>Its based on the value of the treasure
>hold onto artifacts that will appreciate in price
>level up just by making sound investments and watching your net worth grow

But if you're holding on to it, you've already found it.

Not how that works, brother

fuck pick two
>You gain experience for finding treasure
is all I need

The question is - do you lose experience when things you own go down in value?

>Self induce amnesia via magical means
>Keep discovering the same piece of treasure
There you go, infinite experience

Grats you forget about the treasure and lose the experience in the procress. And you trap yourself in an infinite loop because you don't realize what you've done to yourself and die of old age.

Do you gain the experience the exact moment you find the treasure? If so, how do you know how much experience you get without going out into the market and finding out the value of the treasure?

1 and 2.

>Lose experience if...
>The people you kill come back to life/undeath
>You sell/lose treasure
>You defeat things in combat

> Training is a game of Egg hunt
> Training is an Escape room
> Training is an arena

1 and 3, weighted heavily towards 1.
>muh feedback loop
>classics a best

2 sounds like a hassle.
I'd rather apply my limited tolerance for bookkeeping to more interesting endeavors.

Can we pick gaining XP for finding cute girls?

can I pick just the challenges not involving combat and say fuck the other two? it's the only one that typically needs any kind of actual incentive. your reward for defeating shit in combat is not dying. your reward for finding treasure is treasure.

Do you mean for designing a system, or as a sort of class-based progression difference?

For a system, go for either treasure and noncombat challenges, or noncombat challenges and defeating things. Treasure and killing things can be pretty interchangeable if there's a reward either way.

From a party perspective, that depends a lot on what the rest of the group is built to do, but I would say a thief with the first two could be pretty fun.

You unlock their death.

>not XP for accomplishing major milestones or goals

who the fuck is gonna find 5000 XP worth of diamonds? seriously.

>>gain experience for overcoming challenges that do not involve combat
Son you might want to invest some skill points into reading comprehension

This

This

Treasure is it's own reward.
Giving xp for treasure is redundant with giving it for overcoming challenges; Acquiring treasure is a challenge.

>Weaken the BBEG by resurrecting his victims

>You gain experience for finding treasure
Your system is shit if it does this.

>5000xp worth of diamonds
>xp worth
>diamonds
Shinies get valued in currency retard, why would I buy a house or bribe someone with xp?

I'm AD&D 2e with both sets of optional XP rules online, I pick all three.

>Why would finding treasure give experience?
Are you familiar with the concept of the incentive loop?

>The third one does not give you experience under any circumstances
What did they mean by this?