The following rules were adapted from Jon Pickens's "Orgies, Inc." in The Dragon #10.
I'm intrigued by the anecdotally-Arnesonian rule that xp can only be gained for treasure spent, rather than treasure merely gained. It's very much flavor-consistent with the Wilderlands' S&S roots.
However, I don't want to go so far as to prescribe that xp is only gained for treasure spent. I've thus framed the rules to provide a small but significant bonus for acting in what I consider a genre-appropriate manner, making it easy for characters to gain a few extra xp by flushing money down the toilet a la Conan and Fafhrd.
It adds a little extra bookkeeping, but I figure anyone interested in OD&D can probably navigate "10%".
The rules:
In addition to experience points gained through the recovery of treasure, a character may gain additional experience points by spending the treasure in a manner consistent with his class, race, and alignment. Doing so garners the character bonus experience points equal to 10% of the gold piece value of the treasure spent in such a manner, rounding all fractions down.
Thus, if a Fighting Man spent 1,000 gp carousing as detailed below, he would gain 100 bonus xp.
Suggested expenditures are listed below. The Referee is encouraged to work with players to determine other possible bonus expenditures, depending on character concept.
Sacrifices and Tithes: Any character may gain bonus experience by delivering any amount of treasure to any Temple. Treasure must be so delivered within 1 week of recovering it in order to gain bonus experience, although special dispensation may be made for exigencies such as long wilderness journeys or time spent dead. This treasure may not be payment for services rendered, although it may have been recovered as the object of a Geas or Quest. Particularly extravagant sacrifices may garner divine favor, although it is best not to count on this.
Philanthropy: Any Lawful character may gain bonus experience by donating any amount of treasure for the upkeep and care of the poor, downtrodden, and diseased. Real need must exist. This treasure may not be donated to a player character, henchman, or hireling, nor may it be payment for services rendered. If the donating character does not have a specific charitable enterprise in mind, he may deliver the treasure to a Lawful Temple or appropriate ministry for distribution.
Magical Research: Any spellcaster may gain bonus experience for any expenditures associated with spell research or item creation, or for procuring duplicate spell books. If the spellcaster is not engaged in a specific research or creation task, he may gain bonus experience for up to 250 gp per day in general magical research.
Clan Hoards and Guild Dues: Dwarves and other characters affiliated with clans, Guilds, and the like may gain bonus experience by tendering any amount of treasure to the organization's shared hoard. This must be an outright gift, carrying with it no expectation of profit or repayment, and the clan or Guild leader will dispense with the treasure as he sees fit. Additionally, any Guild dues paid by a character will gain bonus experience.
Carousing: Thieves, Chaotics, and Fighting Men (but not Paladins or Rangers) may gain bonus experience for treasure spent in lusty pursuit of the baser pleasures. Bonus experience may be gained for up to 500 gp per character level per night. This expenditure may be, and usually is, payment for services rendered, so long as the character has nothing to show for his carousing other than a smile and possible microbial passengers. A character may carouse for a number of consecutive days equal to his Constitution score, after which he must convalesce for an equal number of days.
Ostentation: Fighting Men (but not Paladins or Rangers), Clerics (but not Druids or Monks), or Magic-users (including Illusionists) may gain bonus experience for any amount of treasure spent on rich accoutrements, armor, and ornamentation. Such expenditure must be in excess of any amount necessary to acquire the basic functional item, and can have no additional beneficial effect other than to fancy up the character's person and trappings.
In our Rel Astra game, Nick's Evil Magic-User spent enormous amounts of money on bribes and labor to simply move an orphanage, board by board, from one location to another. Why? Simply because he had the money and wanted easier access to 'materials'. So he moved the orphanage over his secret underground lair full of Kobold henchmen in the sewers. So perhaps a category for class functional needs. Come to think of it, that is a decent adventure hook for a good party :P
ReplyDeleteThat definitely falls under the "character concept" umbrella, as there's no way anyone could come up with sufficient rules to cover every contingency raised by that group of obvious degenerates.
ReplyDeleteAnyway, cannibalizing orphans for necromantic rituals should be its own reward.
Great, great, great. This is exactly done the way I would like to do it in my campaign. Thanks for saving me the work!
ReplyDelete