XP for gold is a good way to incentive exploration and creativity instead of just plowing through a dungeon room by room. The treasure chest surrounded by giant spikes and tons of broken, smashed bones of humans, orcs, and even a few Minotaurs will hopefully make it clear the players either have to come back later (with better spells and more HP) or come up with a REALLY smart way of avoiding the traps.vitae_drinker wrote: ↑Fri Jan 17, 2020 10:33 amFor longer term play, does it make sense to switch over to gold=xp, or after a couple of levels are characters survivable enough to go after the monsters directly?Solomoriah wrote: ↑Thu Jan 16, 2020 9:08 amNot bad. This gives a nice low-level bonus while not affecting higher level groups much, since the award does not scale to the character level.vitae_drinker wrote: ↑Wed Jan 15, 2020 11:12 pmInstead of using the Gold = XP option, I've started giving the party 100 xp for exploring a new hex, and 50 xp per room in a dungeon, on top of the monster XP.
Likewise, even first level players are capable of handling powerful monsters. However, they have to be prepared, have several contingency plans, and a bit of luck. But if you can spike the guards' ale with a sleeping potion, it doesn't matter much that they're level 5 thieves and you just started adventuring.