CapnZapp
Legend
It appears the DMG didn't touch this subject after all.
(The ultra short summary: instead of xp for monsters, or quests; you gain 1 XP, say, for every gold piece you successfully loot)
Where can I find some ENWorld discussion on how to implement this in an otherwise by-the-book 5E game? Say, one running Lost Mines of Phandelver, for example.
The biggest hurdle, it would seem to me, is how to ensure that the gold I hand out (as the DM) provides a fair level progression, while still giving the heroes an appropriate buying power (not too much gold, not too little)?
Making each monster walk around (or hide in its stash etc) with N gold, where N is the xp value for that monster, would mean the levelling part would be taken care of. But it would very probably make the heroes far too rich, or far too poor...
And saying simply "for each gold you gain 3 XP" or "you need to spend 3 gp to gain one XP" etc... is there good data to support such a calculation? And do a single factor hold up throughout the game, both at level 1 and level 20?
In 3E, one huge help was the "expected gold per level" table. It would seem a neat solution to simply use that to replace xp per level, and then distribute enough wealth among that level's worth of monsters, and bingo - you would have the right amount of cash at the right level, no further elaborations necessary.
But in 5E there is no such table. Right? There is no advice on "expected gold per level" in the DMG?
So what would be an easy way to reconcile the different demands of levelling and looting...?
(The ultra short summary: instead of xp for monsters, or quests; you gain 1 XP, say, for every gold piece you successfully loot)
Where can I find some ENWorld discussion on how to implement this in an otherwise by-the-book 5E game? Say, one running Lost Mines of Phandelver, for example.
The biggest hurdle, it would seem to me, is how to ensure that the gold I hand out (as the DM) provides a fair level progression, while still giving the heroes an appropriate buying power (not too much gold, not too little)?
Making each monster walk around (or hide in its stash etc) with N gold, where N is the xp value for that monster, would mean the levelling part would be taken care of. But it would very probably make the heroes far too rich, or far too poor...
And saying simply "for each gold you gain 3 XP" or "you need to spend 3 gp to gain one XP" etc... is there good data to support such a calculation? And do a single factor hold up throughout the game, both at level 1 and level 20?
In 3E, one huge help was the "expected gold per level" table. It would seem a neat solution to simply use that to replace xp per level, and then distribute enough wealth among that level's worth of monsters, and bingo - you would have the right amount of cash at the right level, no further elaborations necessary.
But in 5E there is no such table. Right? There is no advice on "expected gold per level" in the DMG?
So what would be an easy way to reconcile the different demands of levelling and looting...?