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XP Versus Milestone Advancement—At Least We Can All Agree That Awarding XP Just for Combat Is Terrible

When Dungeons & Dragons arrived in 1974, players rated experience points (XP) as one of the game’s most irresistible features. Now, all of D&D’s official adventures ignore the experience point system, and the official Adventurers League campaign has dropped XP. See XP started as one of D&D’s breakthrough ideas. Now the designers don’t see the point.

In the place of experience, the official adventures and the league substitute what folks commonly call milestone advancement—leveling after story-driven accomplishments. The Dungeon Master’s Guide (p.261) calls this method story-based advancement.

“I have no quarrel with you sir, but I need the XP.”

Dungeon masters typically favor milestone advancement because it spares them the chore of planning and calculating XP awards. Instead, milestones give DMs lazy and total control over when characters advance.

While DMs dislike accounting for XP, adventure writers hate fitting XP in their designs. Organized play campaigns typically required designers to write their adventures around combat encounters that net a specific number of XP. Some authors met their XP quotas by adding bandit encounters until ambushed by thugs became a cliché of awkward design. Adventure paths pose an even bigger challenge. “Designers have to jam in the ‘correct’ number of combat encounters to make sure the PCs level up at the right pace,” writes D&D head Mike Mearls. “Adventure design thus becomes a process of matching up the right flow of XP to the correct tempo of the plot.” Designers who wanted fewer fights could add XP awards for accomplishing story goals, but these awards lead to the same outcome as just telling players to level up. Just telling players to take a level skips the math and planning.

Experience points come weighed with another negative: Everyone agrees that the XP system commonly used for D&D’s last 30 years is terrible. Those three decades began when D&D’s second edition stopped awarding experience for winning gold, leaving the notion that characters only gained XP for killing monsters. That has never been strictly true, but players, organized play, and designers most often treated XP-for-slaying as the rule.

D&D builds around three core activities: roleplaying interactions, exploration, and combat. Awarding XP just for monster slaying rewards just one of those pillars. This twisted incentive shapes play. For example, players in the third-edition Living Greyhawk campaign understood that their experience came from killing monsters, so many players felt resigned to solving every problem with violence. You might be able to succeed through stealth or diplomacy, but only battle guaranteed XP. “I once had a player tell me they were 40 XP short, so they wanted to go kill a few bears,” writes SwampRob. We’ve all known that player.

Erin Adams writes, “As a story-focused player, I’m not a huge fan of XP because it seems to skew the focus towards combat. I enjoy letting the DM decide when it’s time to level up because it often feels like a reward. Leveling after a tough social combat feels just as satisfying as leveling after a boss fight.”

When the Adventurers League stopped counting XP, the administrators cited a desire to support the roleplaying and exploration pillars.

DMs and adventure designers tend to dislike XP because milestones offer an easier route to the same bottom line. But computer games prove how compelling XP feel to players. With every battlefield victory, gamers see their score rise, leading to higher levels and greater power. This feedback of rewards keeps gamers hooked. We all love stacking wins and watching our scores rise.

Fifth-edition D&D includes an excellent XP system that allows players to gain points for overcoming challenges and achieving their goals. Characters can gain levels without grinding through combat. But the system still requires some bookkeeping. Do XP feel compelling enough to tabletop players to merit the math? Many players say yes.

Players like how winning XP gives a sense of progress. Nicholas Qualls writes “I enjoy the wrap up at the end of the game to see how well we did, and actually seeing a quantifiable measurement of progress.” Players enjoy anticipating the next level.

Scott “The Angry GM” Rehm describes the positive feedback loop that experience points create. “Growing in power feels good. Making progress with your character feels good. Making progress in the game feels good. Winning feels good. And connecting the extrinsic rewards with the intrinsic good feelings makes everything feel even better.” Some players like to beat monsters, some like to achieve progress in the game, some like to gain power, and some like watching their score zoom higher. Most of us enjoy a mix. Experience points connects all those good feelings into a loop where one joy leads to another. “Everyone gets something out of it. And therefore everyone can celebrate together even if their motives are different.”

XP Gives players a measure of control, which encourages players to take risks that make the game more fun and exciting. Peter James Mann writes, “I find that XP makes everyone at the table gamble for higher rewards, and that end game tally can really be a nail-biter. Unfortunately, milestone advancement has felt a little anticlimactic over time.”

Tom Henderson writes, “It makes me feel like I am actively involved with leveling my character as opposed to having a GM decide when I get to advance.”

XP makes an especially good fit for more open campaigns where characters wander without an overriding narrative shaped by a hardcover or a DM’s plan.

In more story-driven campaigns, where hooks and clues lead players through an adventure, and where the DM adds achievement XP awards, the players’ control over their advancement looks more like an illusion. Nate Finch writes, “The GM always just chooses when you level up. It’s just less work if you don’t have to bean count.”

The players who preferred milestones all touted the freedom from bookkeeping. Instead of feeling distracted by the game of seeking XP, they felt focused on story and character.

Milestone advancement works best when players know what achievement will earn their next level. Adam N. Dobson writes, “My group unanimously prefer milestones. The goals are made clear and they pursue them without feeling that they have to kill everything. Milestones are more inventive, immersed, and versatile.”

“If a DM uses [milestones],” Graham Ward writes, “I like to have some information on what those are. Even the illusion of an objective measure makes a difference for me. I hate when DMs decide on the fly.”

Next: Doing experience points right and the XP award Gary Gygax should have used instead of giving XP for gold.

Bring the Thrill of Finding Treasure Back to the Adventurers League

Dungeons & Dragons started as a game about treasure hunting. The rules awarded as much of 80% of total experience points for finding gold, so no one missed the point. Co-creator Gary Gygax knew a thirst for gold resonated with players. “If you, the real you, were an adventurer, what would motivate you more than the lure of riches?” (See The Fun and Realism of Unrealistically Awarding Experience Points for Gold.)

D&D no longer awards experience points for gold, but for all the game’s storytelling and heroics, treasure hunting remains the game’s core motivation.

Treasure drives characters to take risks. Safe characters leave the sarcophagus alone and the chest unopened. Safe choices make D&D boring. A treasure hunter risks undead and traps for a chance at riches, which makes the game fun. But players who take risks for no chance of gold feel like chumps, and feeling like a chump isn’t fun.

In D&D, parties of characters join together in a group venture. Players can come up with endless characters, but for the game to work, they must invent characters able to cooperate to reach a shared goal. That’s the magic of treasure hunting. Whether characters aim to feed the orphans or to swim in coins like Scrooge McDuck, they can all quest for gold. (See A Role-Playing Game Player’s Obligation.)

Treasure hunting resonates. When our characters strike it rich, we all feel a vicarious thrill.

In a global campaign like the D&D Adventurers League, treasure becomes a vital, universal aim. In a home game, the players can agree to create characters who only dream of defending the trees. But in a game where players join strangers in an undertaking set by whatever adventure the dungeon master prepared, treasure hunting gives everyone a goal we can share.

For the D&D Adventurers League’s eighth season, the campaign’s new rules stop characters from keeping the gold and magic they find in an adventure. Instead, for each hour of play, characters gain a treasure point spendable on magic items. When characters level, they get an allowance of gold. (See My Dungeons & Dragons Adventurers League Quick Reference Sheet for a compact introduction to the new rules.) When I counted four ways the new rules reshape the campaign, I felt optimistic about the changes. I knew the bar on keeping treasure defied D&D’s original nature, but perhaps the game had outgrown base motivations. Players could still roleplay a hunger for gold. Now, after seeing the rules for six months of play, I’m ready to rate the revised campaign.

The new rules reached their goals of opening adventures to more styles of play and reducing the exploits players used to claim the best magic items. (See The Adventurers League Campaign Rules Offered a Game. How Gamers Played to Win..) However, one change in particular hurt the league.

Preventing characters from keeping the gold they find damages D&D’s foundation.

Ironically, the new rules arrived with two hardcover adventures that showcase D&D’s classic aim of treasure hunting. In Waterdeep: Dragon Heist, the characters race to claim a hoard of 500,000 gp—except league characters can’t keep any of it. In Waterdeep: Dungeon of the Mad Mage, characters risk the perils of a massive dungeon for riches, which league characters can’t keep. The safe play sees characters working to monetize Trollskull Manor. Why brave dungeons when you can reach franchise agreements? “Our group isn’t so much an adventuring party as an adventuring sub-committee.”

Because my players left home to play D&D, their characters ventured into Undermountain. But they kept asking why, and a little enthusiasm died. Players who take risks for no chance of gold feel like chumps, and feeling like a chump isn’t fun.

Season eight’s gold allowances brought one positive change: Characters gain far less gold than they used to. For the league’s first seven seasons, players gained tons of gold, but found nowhere to spend it—except on healing potions. Before season 8, characters had access to effectively unlimited healing potions. (See D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose.) Also before season 8, the cost of magic such as Heroes Feast and Simulacrum hardly dented the wealth of characters able to cast the spells. If a tier 3 party brought a cleric, they routinely ignored fear and poison and laughed at yuan-ti and green dragons. If they brought a level-13 wizard, they gained a spare and the pair won D&D for everyone. Before, gold served as a motivation that players roleplayed. Now, gold becomes a motivation they value for spells, healing, and armor. The smaller gold supply forces players into spending choices, and choices make games fun.

A simple fix could solve the trouble. Make gold a reward that characters keep, and then write adventures that award less gold. The league could gain the benefits of limited wealth, without ripping the treasure hunting from the heart of D&D.

Of course, such a change leaves years of league and hardcover adventures that award way too much gold.

Prolific league DM Tom Christy created a set of Adventurers League Recommendations that offers a solution: Limit the gold awards to a set amount per advancement checkpoint earned. Alternately, the league’s content catalog could list updated treasure amounts for each hoard awarded in an adventure. The league administrators could avoid this job by giving volunteers a budget based on each adventure’s expected play time, and letting them crunch the numbers. The hardcovers lack play times, but the league boasts many members who recorded the times they spend playing each chapter in character logs. Surely someone could collect the data.

As much as players seem to dislike the level-based gold allowances, they favor using treasure checkpoints to buy unlocked magic items. To players, finding and unlocking a useful magic item feels rewarding, especially now that another player can’t snatch the item away for “trade bait.” Plus, the system frees adventure designers from having to stock most scenarios with bland items like +1 weapons just so every character can find usable items.

Still, the treasure-point system would benefit from a couple of tweaks:

  • Unlock superior items in adventures, while limiting the evergreen and seasonal unlock items to broadly-useful but less extraordinary items. At Winter Fantasy, players joked about all the adventures that unlocked drift globes and rings of warmth—great for cozy nights scribing franchise agreements. Some epic adventures failed to unlock anything at all. Remember when epics promised special rewards? Meanwhile, even for level-appropriate characters who play safe, the season unlocks some of the game’s most powerful items. Who cares what an adventure brings when anyone can claim a cloak of invisibility or staff of the magi?

  • When characters unlock magic items during the course of an adventure, let them borrow treasure points to claim the item immediately. No one enjoys waiting to play with new toys. The need to bank treasure points particularly frustrates new and lapsed players returning to D&D. New players find a toy they can’t use because of legalese that makes no sense in the game world. Returning players just think D&D no longer resembles the game they used to love. (Credit Tom Christy’s proposals for this idea too.)

For almost 50 years, the vicarious joy of finding treasure brought players to D&D. To thrive, the Adventurers League must recapture some of that thrill.

Four Ways the New D&D Adventurers League Rules Reshape the Campaign, and One Way They Don’t

The new Dungeons & Dragons Adventurers League campaign rules change treasure from a prize for looting to an award for the real hours players spend pursuing an adventure’s goal. This change aims to reward more styles of play, to balance the power characters gain from magic items, and to offer players a better choice of items. While the new rules promise improvements, they reshape the campaign in unexpected ways.

1. Treasure does much less to drive exploration and tempt characters to take risks.

D&D started as a game where characters plundered dungeons and kept score in gold. The rules awarded as much of 80% of experience points for gold, so no one missed the game’s point. Tomb of Horrors stands as co-creator Gary Gygax’s earliest dungeon to reach print, and its villain has no grand plot, just a knack for killing grave robbers. In Gary Gygax’s home games, his players beat the tomb by snatching the treasure while ignoring the demi-lich.

Modern D&D adventures still use treasure to tempt and motivate players. Recently, my players in the Tomb of Annihilation landed in a classic Dungeons & Dragons situation: They entered a room with a deadly monster and heaps of treasure. The monster caught them unprepared, so they fled, and then they debated whether the treasure merited the risk of battle.

Does this predicament still have a place in the D&D Adventurers League?

Single-session League adventures usually rely on loot as a symbolic motivation for players. In the first scene, a patron might offer a reward, but also a job that does good. To finish within a set time, these adventures avoid treasure-hunting tangents. Authors contrive these adventures so a well-behaved do-gooder will win as much treasure as grave robbers and thieves. I have never played or run a single-session League adventure where players lost treasure because they failed to find it or failed to slay a monster. The new rules for treasure awards won’t change how these scenarios play.

The hardcover adventures stay closer to D&D’s tradition: Treasure drives exploration and tempts characters to take the risks that make D&D exciting. The new League rules for treasure undermine some of the rewards that propel these adventures. Characters probably won’t choose to risk a battle for a promise of gold.

To be fair, the new rules offer a sliver of motivation for grave robbers and treasure hunters. Characters who find a magic item don’t just keep it, but they do unlock the ability to spend treasure points for the item.

Still, few players will feel lured to a risky fight by treasure, and I’ll miss that predicament. On the other hand, my players spent hours looting the seemingly endless crypts under Castle Ravenloft. I won’t miss another grind like that.

The flavor of treasure points takes some adjustment. In my mind’s eye, heroes open a chest and a golden glow lights their faces as they look down in wonder at a treasure point.

2. Tables will stop fighting for imaginary items.

By the old League rules, players seeking the best magic items worked to take as few magic items as possible. A low count of items meant your character could claim an adventure’s permanent item. It also might mean that another character particularly suited to the item lost it. In a way, this made sense. In the imaginary world of the game session, only one wand exists. By delivering only one wand each time an adventure runs, the campaign imposes some scarcity. But the League’s campaign world might include thousands of the same item. A character who claimed a “unique” wand might spend their next adventure with 2 other characters wielding the same wand.

Why should a particular character be denied the item just because another character who happens to play at the same table wants the item too? The new League rules still impose scarcity, but not in a way that capriciously denies some characters the magic items they want.

3. Scarce gold imposes tight limits on healing potions, spellbooks, and material components.

In most D&D campaigns, characters get tons of gold, but have nowhere to spend it. That applies to fifth-edition games that award hoards by the Dungeon Master’s Guide, and to the first 7 seasons of the League. All that gold meant characters could easily afford enough healing potions to enter every fight a full health. From level 11 up, parties with a cleric would always split the 1000 gp cost for Heroes’ Feast and laughed at poison and fear effects—and at assassins, yuan-ti, and green dragons. Power-hungry, teen-level wizards brought simulacrums and, in one case, soured an adventure by winning D&D for me. Of all the classes, only wizards might run short of gold. They bore the cost of adding spells to their books. At conventions, when wizard players shared a table, they snapped photos of each others spell lists, and then spend gold and downtime to share spells. Avid wizards collected every spell.

By delivering a fraction of the gold to players, the new League rules rebalance the campaign’s economy. Level 11 through 16 characters who sink all their gold into healing potions can still only afford 11 per level. Simulacrums come at a cost few will pay. Heroes’ Feast becomes a luxury rather than an automatic buff.

The limitations tax wizards most. Forget collecting all the spells; now you face difficult choices. Eleventh-level wizards can add Contingency to their spell books, but even if they save every gold piece, they can’t afford the material component until level 12.

Meanwhile, in a campaign without gold for unlimited healing potions, Healing Spirit now stands as the key to starting every encounter at full health.

4. Characters don’t get magic weapons until level 5.

By the old League rules, a party of new characters will probably find a permanent magic item during their first adventure. By the time the party reaches level five, about half the group will own a magic item. By the new rules, only characters who opt for colorful trinkets like a Bag of Holding will gain permanent items in levels 1 through 4. Characters who rely on weapon attacks will save their points and, at level 5, buy the most useful item: a +1 weapon.

This changes how monsters resistant or immune to non-magical weapon attacks play. For instance, wererats make a popular foe in low-level urban adventures. They boast immunity to non-magic weapons that aren’t silvered. With scarce gold, few characters will lavish 100 gp on a silvered weapon. So until level 5, only spellcasters can hurt a humble wererat. Then, at level 5, everyone grabs a magic weapon and the immunity becomes meaningless. In the new League, resistance to non-magical attacks becomes impotent at level 5. I miss the grades of resistance in third edition.

5. Most characters will select distinctive sets of magic items.

Just like with the old campaign rules, players intent on optimizing their characters will seek adventures that unlock choice items. Every bard will still play that adventure that unlocks the Instrument of the Bards. Now, an all-bard party can play and everyone gets one! I’ll pass on that table, but I will watch that session’s movie version. In my imagination, it’s the D&D movie staring Fred, Ginger, Gene, and a tone-deaf actress voiced by Marni Nixon.

Beyond optimizers, most characters will still carry a unique mix of magic items.

For one, characters of the same type will tend to play different mixes of adventures, unlocking different sets of magic. Few items prove as compelling to a class as that violin for bards.

Also, the point costs encourage variety. A character will earn 48 treasure points advancing through tier 2, levels 5-10. By rule, those points must be spent on items available to a tier 2 character. Some characters may select three uncommon, 16-point items from table F. Others might choose rare items from table G for 20 points, and then have points remaining for curios and wonders. They could choose 2 rares and an irresistible item like an Alchemy Jug or an Immovable Rod. I expect many players to select items that catch their fancy or fit their character’s personality. The hardcover adventures even include unusual, permanent items available for just 2 treasure points.

The Adventurers League Campaign Rules Offered a Game. How Gamers Played to Win.

Starting on August 30, the Dungeons & Dragons Adventurers League will introduce a sweeping overhaul of the campaign rules. These changes affect how characters in the campaign advance levels, gain gold, and win magic items.

The new level-advancement system aims to reward players who enjoy guile or roleplaying as much as monster slaying. The change seems obvious. The old system centered on killing foes, so a new method based on hours of play encourages more styles of play.

The new treasure rules also base awards on hours of play. The change seeks to help players gain items that suit their characters, partly by offering a bigger choice of items.

D&D started as a game about raiding dungeons for magic and gold, so the old league rules gave characters the loot they claimed in the course of an adventure. The new rules turn away from the in-game treasure grabs, and that makes a dramatic change.

What went wrong with the old way of awarding treasure?

The campaign rules extend the core D&D rules. To no one’s surprise, when tens of thousands of gamers face a set of game rules, some will play to win. Players sought the most, and most powerful items for their characters. When this quest for power meant braving traps and facing evil, everyone won—except evil. When the quest for power led to other shenanigans, the players who ignored the game-within-a-game lost. For instance, items one character might prize could be claimed by someone else for “trade bait.”

For insight, I turned to Thomas Christy, who has logged over 16,000 hours prepping and dungeon mastering on Roll20. Currently, he runs 2 Adventurers League games a week online, and serves as a DM at conventions. Tom opens about half of his games to any player who cares to sign up. About 20% of his players come from outside the United States.

Bearer of unwanted magic items

Tom rarely minds if everyone in a party brings powerful magic, “I can tailor the difficulty.” But he favors treasure rules that balance character power so every player can contribute. “I want a casual player with only one PC who has never traded a magic item or played the great loot-dropping, companion-gaining adventures to have as much time in the limelight as a prolific player with a dozen characters.”

A player with a catalog of PCs can trade magic among them, ensuring that each gets the best matched items. “Trading causes a large differential in power levels between characters of prolific players and those of casual players. I will be happy to see that go away if possible.”

While trading brings characters the power to occasionally overshadow others, it does help items reach the characters best able to use them.

Trading meets both the rules and the spirit of the campaign. But some practices that follow the letter of the rules could cause characters to miss out—or lose out—on the fun magic items can bring to D&D.

Players interested in winning the best loot would track the items available in adventures. As a misdeed, this ranks with peeking at presents before Christmas. As long as you don’t misuse insider knowledge and you act surprised, no one loses.

Sometimes players would come upon the treasure information honestly. They would play an adventure with one character, spot an item another of their characters could use, and then replay the adventure with the second character. These players would show up at my convention table and passively sit through four hours just so they could legally claim a magic item. Have you wondered what a lawful neutral alignment looks like in real life? A chaotic player would just fake their logs.

Some questionable tricks emerged because hardcover authors seemed oblivious to how their treasure awards would affect play in the Adventurers League.

Curse of Strahd grants a particularly powerful item to players who do something impulsive and foolhardy. In a world of death traps, I’m not snatching things that appear in the air. An improbably high number of players proved reckless enough to win the prize. Or maybe they either snooped or they played with Monty Haul. (My players claimed the item. Call me Monty.)

Many hardback chapters included too few magic items to interest players who looked to boost their characters. A few chapters offered legendary items and boons more powerful than anything in the League’s single-session adventures. So aggressive players just ran the chapters with the best loot. “It was getting really bad with a certain chapter of Storm King’s Thunder and a certain ability bump from a chapter of Curse of Strahd.”

Tom resorted to asking players not to bring certain dodgy items unless the character played the majority of the hardback. Even though Tom understands that campaign rules allow players to bring any legal items, most players prove very understanding of the request.

The old treasure rules brought some perverse incentives that sometimes hurt the campaign.

League rules grant first choice of items to the character with the fewest items. This made players avoid taking fun or useful items that lacked combat power. At most tables, nobody wants the helm of comprehend languages. Driftglobes may as well be cursed. Better to wait for something that kills monsters.

I’ve seen a few characters who give up on keeping a low item count—and magic of their choosing. These players take every item other characters spurred for being unworthy of their count. If it weren’t for all their bags of holding, these collectors could never haul all their magical trinkets.

In the hardcovers, players would avoid taking a perfectly useful +1 weapon in chapter 1 so they could be guaranteed the belt of giant strength or staff of power 6 months later. Tom asks players in his campaigns to agree to allocate treasure based on rarity, so players don’t skip the useful uncommon items in hope of getting a very rare item at the end.

Characters who want to lower their magic-item count can’t just donate unwanted items. So what do you do with a +1 sword after you gain a +2 blade? The rules block giving away treasure or equipment. Even if a character destroys an item, it still counts toward total items. To unload items, players seek trades for limited-use items like Keoghtom’s ointment, the chime of opening, elemental gems, and Quaal’s feather token. Once you traded your unwanted loot for a limited-use item, you could expend the item and lower your magic item count.

In addition to changing how characters earn magic items, the upcoming league rules remove some items from the campaign. Characters with these banned items must trade them for other treasure. Many of these problematic items served the story in a hardcover and should never have left that adventure. For instance, the elemental weapons in Princes of the Apocalypse were meant to be destroyed at the adventure’s conclusion.

Some items bring role-playing baggage that prove hard for DMs to track and enforce. For example, when a character brings the mighty sword Hazirawn to a convention table, the DM may be unaware that the sentient blade acts as an non-player character, bending its owner toward evil. DMs running games for strangers have enough on their plate.

The league also removed the sentient blade Dawnbringer. While not murderous or evil, this sword brings its own role-playing challenges. Dawnbringer sheds bright sunlight, useful in battles against light-sensitive undead and drow. But if a party includes a drow, the blade might foster conflict.

Once when Tom served as DM at a convention, someone brought Dawnbringer to his table. Unfortunately, the party included a drow rogue. Unfortunately, the drow rogue brought Dawnbringer.

Some players excel at portraying the quirks and drawbacks of their items, but many just become blinded by power.

When the drow’s adult player attempted a sneak attack, Tom told him he couldn’t. Rogues can’t sneak attack while they suffer disadvantage, and Dawnbringer’s bright light imposed disadvantage on all the drow’s attacks. When the rogue tried to sneak ahead, Tom reminded him that carrying a sliver of sunlight made stealth impossible. “Fine,” the player fumed. “I’ll turn it off.” Tom reminded the player that Dawnbringer is afraid of the dark. By now, the player was seething, but he offered to leave Dawnbringer behind. Tom reminded the player that Dawnbringer suffers a fear of abandonment.

Unlike Tom, most DMs don’t know the details of every unique item in the campaign—nobody should have to. Few DMs would steadfastly enforce the drawbacks of an item in the face of a angry player—nobody should have to, but I admire Tom’s lawful DM style.

By the way, Adventurer’s League administrator Claire Hoffman had joined this session as a player. She didn’t intervene then; Tom ran the game. As the administrators discussed removing items from the campaign, I wonder if she told the tale of the drow rogue who wielded Dawnbringer.

Tom streams his online D&D sessions on Twitch and then posts them on YouTube. You can follow Tom on Twitter @d20play. For a schedule of his upcoming games, see his web page.

In fifth-edition D&D, what is gold for? The cash-poor, big-score campaign

empty_chestGary Gygax devised Dungeons & Dragons to motivate player characters to chase treasure, but the game matured in 40 years. Now player characters adventure to smite evil, to redeem their name, to recover lost knowledge, to reach endless other goals. This development makes obsolete the game’s old practice of motivating PCs by handing out gold hoards that double every few levels.

So why not stop?

The pulp-fantasy heroes than inspired Gary Gygax rarely strike it rich. Even when they scored big, they lost their gains before they retired from adventure and deprived readers of another yarn. If you, as a dungeon master, rob or tax gold away, players will howl. If you never give PCs more gold than they need, few players will care.

In the cash-poor campaign, you avoid awarding more gold than the PCs can spend on mundane expenses and consumables. PCs gain as much magic treasure as ever. Those few PCs still motivated by treasure can still chase the big score—just like the pulp heroes, but that score comes at the end of the campaign. When PCs chasing wealth get rich, they retire, realistically. These PCs don’t risk their lives to fill a second Scrooge-McDuck-style pool of loot.

Advantage

The cash-poor campaign keeps gold meaningful by never awarding much. The game’s economy matches the pulp-fantasy settings that inspired it. If players score big at the end of a campaign, it feels like a climax—and a reason for a character to retire.

The cash-poor campaign lets the dungeon master focus on other aspects of play. DMs can avoid contriving a magical market. The can worry less about awarding gold, which no one spends anyway.

Disadvantage

The gold that accumulates on D&D character sheets, unspent, still feels like an achievement. The Forbes 400 teems with real-world billionaires with more money than they can ever spend, still chasing a higher score. (How much gold do you need to win D&D?) For some players, a cash-poor campaign may feel like a game without enough rewards. You will need to calibrate expectations and be sure players feel comfortable with it.

In fifth-edition D&D, what is gold for? The limited magic-market campaign

The easiest outlet for wealth comes from trade in magic items. However, for reasons that I spelled out in “Dungeons & Dragons stopped giving XP for gold, but the insane economy remains,” fifth-edition Dungeons and Dragons lacks the free magic economy of fourth edition.

Even without an open market, your campaign can still allow some trade. A limited, magical marketplace empowers players to purchase magic you select, so the market avoids the drawbacks of granting total access. This campaign style keeps magic items rare and extraordinary, like works of fine art. A market for magic exists, but buyers and sellers connect by rumor, personal connections, and agents.

In most campaigns, D&D players seek rumors and patrons for the jobs that lead to adventure. In a limited-market campaign, PCs extend their network to find contacts with magic for sale. Perhaps a merchant knows a noble family on hard times, or a temple gained a magic sword from a benefactor. In this model, some items still come from monsters in the cellar, but as many come from willing sellers.

Creating the market campaign

In the market campaign, you, as DM, reduce the number of permanent magic items available in treasure hoards, and then enable players to purchase a similar number of items.

What items become available for sale? Unlike fourth edition, which encouraged players to shop for items in the Player’s Handbook, characters shop in the game world. Contacts offer selections of items for sale. This gives DMs the authority to choose which items enter their game. Players gain a choice over the magic they buy. In a baseline 5E game, unless you take player requests for the items that might coincidentally appear in a horde, players have no choice in the magic their characters get. In a market campaign, you can gather magic want lists from the players in game. Just have a dealer in magical curiosities ask the PCs what sort of items might interest them.

The reduction in magic available in hoards means that adventuring parties may need to divide treasure differently. Players who do not claim magical treasure should get a bigger share of the gold. They will need the cash to buy their own magic.

If you prefer not to spend game sessions letting PCs ask NPCs about magic for sale, you can allow PCs to spend downtime locating items for sale. Let the players spend 10 days of downtime and then make an Intelligence (Investigation) check to give a sense of the number and rarity of items available for sale. The player can suggest the sorts of items they want, but you decide exactly what items become available and at what price.

Regardless of the way the PCs locate magic for sale, some of the items should cost more than they can pay right away.

You can add some adventure to the magic-item market by creating transactions more colorful than a simple sale. For example, PCs could spend gold to pay craftsmen or enchanters to repair a broken item, or they could be contacted be thieves offering to steal an item from someone who the players cannot rob themselves. Perhaps the most interesting transactions double as adventure hooks. For example, players could discover chances to make these deals:

  • Buy a map showing the location of an item.
  • Pay sages or diviners to find the location of a lost, legendary item that the players can retrieve.
  • Pay miners or laborers to excavate the buried entrance of a site housing a legendary item.

All of these lead PCs to more adventure while giving players interesting ways to spend. Especially with deals that include hooks, dangle the opportunity well before the players have enough gold, so you can weigh interest and prepare as needed. The players must feel free to pass on any deal.

How much do the items cost?

When game designers price magic items, they need to consider relative power and the game’s economy. That’s hard. As a DM, when you price magic items, it is easy. Remember that you ordinarily give players magic for free.

spell_compendiumTo price magic items, use your position as DM to keep track of how much gold the players have. Estimate the amount of gold the PCs could win in their next adventures. Then set prices for the items you’re willing to allow based on the PCs’ wealth. If you want to gain a better sense of the relative value of items, check some of your old, third-edition books containing lists and prices of magic items. New copies of the Premium 3.5 Edition Dungeons & Dragons Magic Item Compendium remain available for about $30. The exact 3E prices do not apply to 5E, but the values give a sense of the relative prices of similar gear.

Advantages

The magical economy adds fun because every player happily spends gold on magic. Castles and titles and ships only appeal to a few, but everyone loves a new magic item. Dungeon masters can use the economy to lure players to adventure.

Disadvantage

Creating a magical economy demands creativity and preparation that you might want to devote to other aspects of the game. Some players may see commerce as an unwelcome distraction from dispensing justice and such.

Next: In fifth-edition D&D, what is gold for? The game within a game

In fifth-edition D&D, what is gold for? Three principles of granting gold

The early play style of Dungeons and Dragons led to a tradition of awarding player characters more treasure than they could spend. This tradition carries into fifth edition.

Fill with healing potions. Win D&D!

1. Fill with healing potions. 2. Win D&D!

In 5E, what can high-level player-characters spend their wealth on? Mundane gear? After a few levels, PCs can afford all that they can carry. Permanent magic items? This edition lacks a magic-item economy. Healing potions? PCs can stock up on healing potions, but as PCs rise in level, the action to drink stops justifying the proportionally smaller gains in HP. (Healing potions could break the game if gnome tinkers simply invented the CamelBak pack. I think gnomes want to thin the ranks of adventurers to create a fitter breed.)

In most fifth-edition campaigns, the PCs’ wealth will probably remain on character sheets, an unspent score of success. However, campaigns grow better when players eagerly hunt for gold that they can spend enriching their characters or advancing their goals.

To make gold awards enhance your game, I recommend awarding treasure in accord with three principles:

Players should be able to anticipate exciting ways to spend their gold. Countless video games, from Diablo to Plants Vs. Zombies give players a way to spend coins on enhancements and buffs. Typically, these games offer items for sale before you can afford them. These rewards lure you to keep playing to gain that next prize, even when you should be eating or sleeping. Likewise, in a D&D campaign, players need to see things they could purchase before they can afford them.

Treasure, and the pursuit of treasure, should lead players to make choices. Compared to books and movies, role-playing games hold one big advantage: game players can make decisions. At a minimum, players choose how to spend their loot. In some games, the pursuit of treasure can factor into strategy. When early dungeon crawlers found a way to a lower level, they could choose that path to more treasure and more danger.

Players should understand how their choices will affect the game. For a choice to be interesting, players must expect the options to lead to different outcomes. Interesting decisions demand more than guesswork, so players must see how their options lead in different directions. When players choose to buy magic items, their choices bring clear differences. Other expenditures could affect a game within the game, as when the Blackmoor players spent treasure to fund armies.

In my next few posts, I will suggest ways to put these principles into play with a few campaign styles: the limited magic-market campaign, the cash-poor, big-score campaign, and the game within the game. Although I’ll explore the styles separately, you can combine strategies from all three in your game.

Next: In fifth-edition D&D, what is gold for? The limited magic-market campaign

What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?

The fifth-edition Dungeon Master’s Guide advises dungeon masters, “You can hand out as much or as little treasure as you want.” The new Dungeons & Dragons game offers DMs the freedom to create a gritty, low-magic campaign without any “intrinsic bonuses” that fix the math. It allows legendary campaigns where parties fly like superheroes and challenge the gods. All good, but most of us want a campaign that feels like D&D. Most will seek a middle path.

lossy-page1-399px-Dokumentation,_utställningen_'Silver_och_smycken_till_vardag_och_fest'_år_2006_-_Hallwylska_museet_-_85820.tifFor this baseline, the DMG lists random treasure hoards and suggests how many hoards to award through a tier of adventure.

Obviously, you can award treasure without rolling a random hoard. I suspect most DMs prefer to imagine their own treasure parcels and to award them as they see fit. In this post, I unpack the random hoards and find the middle path behind the random tables. If you skip the hoards, but aim to match the typical treasure awards, this post provides the targets that the DMG lacks.

Q: How many treasure hoards will the PCs win?

The DMG offers this guideline: “Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0-4 table, eighteen tolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.” (p.133)

Q: How many encounters must a PC complete to level?

At levels 1 and 2, PCs will typically complete 6 medium-difficulty encounters to gain a level.

At level 3, PCs will typically complete 12 medium-difficulty encounters to gain a level.

From level 4 to 9, PCs will typically complete 15 medium-difficulty encounters to gain a level.

From level 10 to 19, PCs will typically complete 10 medium-difficulty encounters to gain a level.

In any case, each hard encounter counts for about 1½ medium encounters. In actual play, the numbers will vary. For instance, many DMs award experience for non-combat challenges.

Throughout all tiers of play, PCs will collect 1 treasure hoard per 5 medium encounters. If you typically finish 5 encounters per play session, players get 1 hoard per session.

Q: How much gold will PCs gain over their career?

The following table shows the wealth a party will gain over their career, to be divided among the PCs. The hoard values come from averages calculated at blog of holding and Dreams in the Lich House. The value of a hoard at a tier tends to be 10 times the value of the prior tier. This fits with D&D’s tradition of steep increases in treasure. See “Why D&D characters get tons of gold and nowhere to spend it.” All treasure values are in gold pieces.

Level Hoards at level Encounters
at level
Hoard value Gold at level Cumulative gold at start
1 1 6 376 376 0
2 1 6 376 376 376
3 2 12 376 752 751
4 3 15 376 1,128 1,504
5 3 15 4,545 13,635 2,632
6 3 15 4,545 13,635 16,267
7 3 15 4,545 13,635 29,902
8 3 15 4,545 13,635 43,537
9 3 15 4,545 13,635 57,172
10 3 17 4,545 13,635 70,807
11 2 10 36,200 72,400 84,442
12 2 10 36,200 72,400 156,842
13 2 10 36,200 72,400 229,242
14 2 10 36,200 72,400 301,642
15 2 10 36,200 72,400 374,042
16 2 10 36,200 72,400 446,442
17 2 10 336,025 672,050 518,842
18 2 10 336,025 672,050 1,190,892
19 2 10 336,025 672,050 1,862,942
20 2 336,025 672,050 2,534,992
Wealth at end of career: 3,207,042

Unlike Third- and fourth-edition, this edition offers no obvious outlet for the PCs’ wealth at higher levels. Earlier editions empowered PCs to buy magic items. PCs spent their gold on equipment that enhanced their power. The DMGs showed the wealth that PCs required to beat the monsters. Too much gold meant that PCs romped through dungeons, dropping monsters like pinatas; too little meant total-party kills. The new game sets no such requirements.

Q: How many magic items will each PC gain?

This table shows the magic items each member of a party of 4 will gain when they
score the typical number of treasure hoards. To keep pace, parties with more than 4
PCs will need to gain magic items from other sources such as more hoards, fallen enemies,
or a magic item market.

Level Consumable items Permanent items
1 1 common 1st uncommon
2 1 common
3 1 common
4 1 common
5 1 common 2nd uncommon or a 1st rare
6 1 uncommon
7 1 uncommon
8 1 uncommon 1st rare or 2nd uncommon
9 1 uncommon
10 1 uncommon
11 1 rare 2nd rare or a 1st very rare
12 1 rare
13 1 rare
14 1 rare 1st very rare or a 2nd rare
15 1 rare
16 1 very rare
17 1 very rare 1st legendary
18 1 very rare
19 1 very rare
20 1 legendary

Update: Andy Pearlman presents an exhaustive analysis of the treasure tables in this post on Magic and the Math of 5E. He concludes that PCs will claim about 5 items over the course of their career rather than the 6 listed in my table. Also, his analysis shows that +3 and other legendary items start trickling into the PCs’ hands at level 11.

This table only shows the magic PCs gain in a typical game, not the magic they require. In earlier editions of Dungeons & Dragons, higher-level characters required magic items that increased accuracy, which is a character’s chance of hitting. Without these accuracy enhancements, a PC could hardly hit, only flail away, hoping for a natural 20. In fifth edition, PCs can hit without magical accuracy bonuses, so they do not require magic just to play. Obviously, magic items still make PCs more powerful, but at any level, a PC without magic can contribute.

Next: In fifth-edition D&D, what is gold for? Three principles of granting gold

Dungeons & Dragons stopped giving XP for gold, but the insane economy remains

In “Why D&D characters get tons of gold and nowhere to spend it,” I showed why Dungeons & Dragons player characters get tons of gold through their career:

  1. Originally, D&D awarded experience points for gold to motivate players to act like Conan, Fafhrd and the Gray Mouser, and the other picaresque heroes of Appendix N.
  2. D&D lured players to more challenging dungeon levels by roughly doubling the treasure and experience available for each level deeper.
  3. The riches of the dungeon gave PCs enough wealth to become leaders who raise armies, launch fleets, and build castles.

Swords Against WizardryThis plan unraveled when nobody chose to abandon the dungeon-crawling fun of their D&D game to put their characters in a different, miniature-battle game. Characters never spent their wealth on armies, fleets, and castles.

In the pulp-fantasy adventures that inspired Gary Gygax, heroes who came upon a windfall tended to spend it on debauchery or lose it to “The Two Best Thieves in Lankhmar.” This put the heroes back on the road to adventure, chasing their next score.

When Gary saw no players retire to stronghold building, he sought to restore D&D worlds to match Appendix N—and to economic sense. In the Advanced Dungeons & Dragons Dungeon Master’s Guide (1979), he wrote, “It is important in most campaigns to take excess monies away from player characters,” AD&D’s XP-for-gold system meant Gary couldn’t just impose the obvious solution: Stop giving characters so much loot.

Stronghold Builders GuidebookSo Gary found ways to take gold away. For characters ready to level, AD&D requires weeks for training accompanied by massive expenses. A master thief must spend 2,000 gold per level per week on training, just for tools and equipment. Master thieves demand pearl-encrusted crowbars. If these expenses fail to take enough, Gary suggests taxes. Remember that Conan yarn where the Cimmerian paid taxes? Nope. Few dungeon masters levied taxes because the punishing tedium of tax payments sucks the fun out of the game more quickly than it drains PCs of excess monies. Gary spent a page arguing that taxes add realism, forgetting that no sensible tax collector targets a powerful band of killers, especially if they sometimes prove useful finding missing heirs, thwarting attempts to summon demon gods, and whatnot.

Ultimately, none of the revenue-draining schemes lasted, because D&D players hate losing cash with nearly as much venom as they hate losing magical gear.

Richie Rich DiamondsBy third edition, the game had lost all the original reasons for awarding PCs tons of gold. Nonetheless, the designers followed tradition, so the game still awarded players enough loot to pile Richie Rich-style mountains of diamonds. The Stronghold Builder’s Guidebook tried to raise enthusiasm for the end game, but even the authors write, “Lounging about the stronghold day and night, engaging in the domestic dramas of daily life isn’t the sort of thing that stirs the blood of great heroes.” At least the heroes enjoy pampered luxury; players just experience hiring, expenses, and building management. A few players liked it, but I prefer not to work that hard without a dental benefit plan.

The fourth edition designers decided to deal with the problem of wealth by letting characters spend freely on magic items. Instead of hiring caravans of armored wagons, epic-level players could spend gold on a +6 sword. In this new spirit of player empowerment, magical gear appeared in the Player’s Handbook. Now when an epic-level adventurer wanted to upgrade from a +5 weapon to a +6, she could trade in her old blade and an extra 125 tons of gold for the new item. Call ahead. Ye Olde Magick Shoppe might need to special order some less popular weapons. In fourth edition, a single level-30 weapon matches the value of a fleet of 312 ships or 41,660 horses, a quantity typically referred to as “all of them.” And epic-level characters need more than a single weapon; they require protective gear and other magic with a value comparable to 1,000 ships.

The prices may seem silly, but they worked in play. Epic-level items are best described as priceless, because no one in a game world could pay cash for them. The prices just exist as a game measure for exchange.

Most players ignored the mind-bending economics, but a magic-item trade creates other problems:

Loss of wonder. In the original D&D, Gary meant to restrict descriptions of magic items to dungeon masters so their players could enjoy the thrill of discovery as they found items and learned their powers. Of course, players read all the rules, making this plan untenable. As magic items moved from being secret, to items awarded by the DM, to commodities in the Player’s Handbook, magic items changed from sources of wonder to appliances.

Power creep. When more and more fourth-edition books saw print and PCs gained options and access to more combinations, the game’s balance of power tilted to the players. When one appliance—or combination—proves best, everyone buys it. Soon, dungeon masters yearned for the days when they could limit characters by limiting the magic that entered their game.

Design limitations. In an Escapist interview, Mike Mearls explained D&D Essentials’ magic-item rarities. “If players can buy anything, it really limits the design space you can put out there.” Fourth-edition designers avoided creating magic items that would change the style of the game by, for example, allowing every character to fly or teleport. “If the entire party can fly, it’s much easier to dominate encounters or dungeons or adventures.” Players empowered to buy any item can transform the game. “It turns the game into almost a superhero game. Which is fine, if that’s your style, but it’s not necessarily the default.”

Mike notes that limiting items can put PCs in more interesting predicaments. “If one character can fly, you’re more likely to get in more trouble that you can’t get out of when you can fly ahead of the rest of the party and get surrounded by ogres or something.”

In light of these problems, fifth edition abandoned the magic-item trade. The rules explain, “Aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.”

Still, D&D’s tradition led players to expect mountains of gold. These riches originally lured players deeper into multi-level dungeons that few ran anymore. These riches built to an end game that no one ever played.

The fifth-edition game holds to the tradition of making PCs rich, so DMs running campaigns and organizers of public play face the challenge of making gold good for something—or breaking tradition.

Next: What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?

Why D&D characters get tons of gold and nowhere to spend it

The original Dungeons & Dragons game awarded characters an experience point for each gold piece they claimed from the dungeon. See “The fun and realism of unrealistically awarding experience points for gold.” This provided a simple method of awarding non-combat experience and motivating players to loot dungeons—the activity that made the game fun. The success of awarding XP for gold rested on three premises of the early D&D game.

  • Adventures always occur within the dungeon or wilderness.
  • Players choose the difficulty of the challenges they dared to face.
  • Characters will find ways to spend their riches.

By the time second edition stopped awarding XP for gold, none of these premises remained true.

Premise: Adventures stick to the dungeon. When D&D adventure expanded beyond the dungeon into civilization, players felt tempted to treat towns and cities as massive gold and experience farms. Why bother facing terrors and traps underground when the local townsfolk offer sources of wealth, and the XP it brings? For more, see “Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord.”

This problem invites an easy solution: By the 1981 Basic Set, characters needed to recover gold from a dungeon or similar adventuring location to gain experience for it.

Lamentations of the Flame Princess, a recent game with an old-school XP-for-gold system, lists many sources of gold that do not count for XP.

The following may gain the characters wealth, but they do not count for XP purposes:

    • Coins looted from bodies outside of adventure locations
    • Rewards
    • Selling equipment stripped from foes
    • Selling magical items that have been used by a PC or retainer
    • Tax income
    • Theft of wealth from mundane merchants, rulers, and citizens
    • Trade, commerce, and other business activity (including selling of mundane items stripped from foes)

If you want XP, you must earn it.

Premise: Players set the challenge. In most modern D&D campaigns, dungeon masters devise adventures that will challenge their players without proving too difficult. The Dungeon Master’s Guide includes pages of budgets and formulas aimed providing just enough challenge.

In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper.

This system gives players a choice that they lack now, and it added a element of strategy.

When Gary created this aspect of the game, he needed to find ways to entice players deeper into the dungeon. If a cautious party could gain nearly as much loot on an easy dungeon level as on a deeper one, why go down? Gaining experience could become a safe—and dull—grind.

To lure characters to danger, Gary doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. To rise in level at a tolerable rate, players needed to delve as far down as they dared.

Doubling both experience requirements and rewards offered a second benefit: First-level characters could join a higher-level party and catch up quickly. This gave new players a boost, and made dead characters easier to replace. Also, the quicker advancement made level draining a bit less punishing.

Premise: Players have meaningful ways to spend their riches.

Before 2E, most of the experience players gained came from gold. For example, in the 1981 D&D Basic Rulebook (p. 45), Tom Moldvay wrote that characters could expect to gain 3/4 or more of their XP from treasure. With experience requirements roughly doubling at each level, players needed tons—as in thousands of pounds—of gold to advance. In an evaluation of the basic-expert rules set, Blackrazor calculates that to advance from 8th to 9th level, a party of characters must claim 40 tons of gold.

In a real world, such a bounty would cause runaway inflation and threaten an economic collapse. Luckily, PCs typically leave these bounties unspent, keeping a tally on the character sheet instead. No DM makes the party round up the 80 Bags of Holding needed to carry 40 tons of loot.

Walt Disney's Uncle Scrooge #254Of all the versions of D&D, these basic-expert rules present a worst case, but every edition serves up enough gold to fill Scrooge McDuck-style swimming pools.

In Dave Arneson’s Blackmoor campaign and in Gary Gygax’s Greyhawk campaign, players could spend their riches in an end game. In Blackmoor, player characters served as leaders and champions in series of miniature battles featuring armies clashing above ground. PCs explored dungeons to gain wealth that could enable them to raise armies, build fleets, and erect strongholds.

Gary had designed the Chainmail miniature rules that Dave used, so a progression from green adventurer to battlefield champion to baron seemed natural to both men. The original D&D game includes prices for castle structures and ships, along with costs for the men at arms and sailors needed to build a kingdom. The game served up riches, but the wealth led PCs out of the dungeon and onto the miniature battlefield.

This scheme suffered one problem: Almost no one went on to the stronghold-building, army-raising part of the game. That sort of play made sense to miniature players like Dave and Gary, but the game’s new players had no experience with sand tables and lead figures. The price lists for barbicans and medium horsemen puzzled us. Even the miniature grognards kept going back to the dungeon. The dungeons under Castle Blackmoor began as a minor diversion to the campaign’s fantasy battles above ground, but the Blackmoor bunch spent so much time underground that Dave Arneson ultimately declared the above-ground conflicts lost to forfeit.

So D&D characters gained riches fit for kings, but they kept returning to the dungeons for another score.

Next: D&D stopped giving XP for gold, but the insane economy remains.