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RPGs where you can convert gold to XP

For discussing role-playing video games, you know, the ones with combat.
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Lhynn
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Post by Lhynn »

Why am I called into this thread?

The obvious one is Baldurs gate 2, buying scrolls was a nice way to get a huge bump in experience, with the expansion you could even delete and relearn spells for more levels.
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Post by J1M »

Norfleet wrote: ↑ April 12th, 2025, 18:19
Demonic Fate wrote: ↑ April 12th, 2025, 18:14
A simple "none" would have sufficed. But thanks anyway.
I mean, if you can get yourself de-levelled, you can do it in NWN. That's a 3/3.5 game. You're missing the point, though. It's not about the ruleset. It's about the exploits you can pull around the specific implementation of a ruleset in that specific game. Each implementation of the game will be different, but the ability to force a non-deterministic system or a deterministic system with inputs you control to run in reverse is always exploitable. Gain a feat, use it to solve a specific situation, lose it again and replace it with something more relevant to your interests, for instance. Or an entire class. The details aren't important. The point is, you let me do this, and I WILL find a way to break your game with it.
Okay, explain how to do it if crafting cost a level in BG3.
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Post by Norfleet »

J1M wrote: ↑ April 12th, 2025, 20:29
Okay, explain how to do it if crafting cost a level in BG3.
Never played it, since it doesn't run my potato. Also, since this is a hypothetical, you'd have to translate into a very concrete descriptor of EXACTLY what happens when you lose a level. If I lose a level, what happens, EXACTLY, to my HP, classes, feats, etc.? Remember, this is a vidya game. You have to define the rules very precisely, otherwise the computer can't carry them out.

But the most obvious example I can think of off the top of my head is the ability to create magical items without having to actually take the feat for it. If I take the feat to create a magical item on level up, then use that feat to create magical items until I lose a level, I'd lose the feat, but the magic items would already be done, so I've now obtained custom magic items without spending any buildspace on it.
Last edited by Norfleet on April 12th, 2025, 20:51, edited 1 time in total.
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Post by J1M »

Norfleet wrote: ↑ April 12th, 2025, 20:49
J1M wrote: ↑ April 12th, 2025, 20:29
Okay, explain how to do it if crafting cost a level in BG3.
Never played it, since it doesn't run my potato. Also, since this is a hypothetical, you'd have to translate into a very concrete descriptor of EXACTLY what happens when you lose a level. If I lose a level, what happens, EXACTLY, to my HP, classes, feats, etc.? Remember, this is a vidya game. You have to define the rules very precisely, otherwise the computer can't carry them out.

But the most obvious example I can think of off the top of my head is the ability to create magical items without having to actually take the feat for it. If I take the feat to create a magical item on level up, then use that feat to create magical items until I lose a level, I'd lose the feat, but the magic items would already be done, so I've now obtained custom magic items without spending any buildspace on it.
It is 5e. There are no item creating feats.

What happens when you lose a level is the same as if you used the game's respec feature and made the same choices again but had less XP.
Last edited by J1M on April 13th, 2025, 15:27, edited 1 time in total.
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Post by Norfleet »

J1M wrote: ↑ April 12th, 2025, 21:11
What happens when you lose a level is the same as if you used the game's respect feature and made the same choices again but had less XP.
Seems like BG3 is so watered down and not really multiplayer that there's nothing really to exploit, then.

Did 5E also do away with random HP?
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Post by J1M »

Norfleet wrote: ↑ April 12th, 2025, 21:23
J1M wrote: ↑ April 12th, 2025, 21:11
What happens when you lose a level is the same as if you used the game's respect feature and made the same choices again but had less XP.
Seems like BG3 is so watered down and not really multiplayer that there's nothing really to exploit, then.

Did 5E also do away with random HP?
I made my point. We don't have to pretend either of us want to talk about 5e anymore.
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Post by Dorateen »

Might & Magic II had multiple places where characters could exchange gold for XP. This is aside from needing to pay for level training, which was pretty standard.

The XP exchange was called Experience Catalysts, and available in different dungeons. For example, on one dungeon level, characters could give a dragon all their gems for a vast amount of experience points.

The Gold Box games used the old system of awarding XP based on treasure found after combat.
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Post by rusty_shackleford »

Dorateen wrote: ↑ April 13th, 2025, 18:11
The Gold Box games used the old system of awarding XP based on treasure found after combat.
The only Goldbox game I played was the Buck Rogers one, I was unaware of this. Interesting.
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Post by Dorateen »

rusty_shackleford wrote: ↑ April 13th, 2025, 18:41
Dorateen wrote: ↑ April 13th, 2025, 18:11
The Gold Box games used the old system of awarding XP based on treasure found after combat.
The only Goldbox game I played was the Buck Rogers one, I was unaware of this. Interesting.
It would only be relevant in the AD&D games, I think. When fighting hordes of orcs, goblins and kobolds, the enemy would drop every bit of equipment as loot, to increase the XP award. The monsters themselves only gave a fraction.
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Post by rusty_shackleford »

I suppose technically that's not converting gold to XP as it's just giving XP for gold earned :scratch-pipe:
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Post by Norfleet »

Dorateen wrote: ↑ April 13th, 2025, 18:49
rusty_shackleford wrote: ↑ April 13th, 2025, 18:41
Dorateen wrote: ↑ April 13th, 2025, 18:11
The Gold Box games used the old system of awarding XP based on treasure found after combat.
The only Goldbox game I played was the Buck Rogers one, I was unaware of this. Interesting.
It would only be relevant in the AD&D games, I think. When fighting hordes of orcs, goblins and kobolds, the enemy would drop every bit of equipment as loot, to increase the XP award. The monsters themselves only gave a fraction.
Old D&D made loot the measure of XP gained because the core purpose of being an Adventureman is to LOOT things. By coupling it primarily to the loot instead of the combat, you tie the XP incentive structure directly to the core player motivation. It stops mattering HOW you get the loot. Just that you get the loot. Whether you sneak and steal or slay and fillet isn't important anymore. Just that you get loot. People have long attempted to re-create this notion with various things like "Story progression award", "exploration award", and soforth, but TSR got it right the first time: LOOT.
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Post by DemoGraph »

BTW, how did you exploit that old Dominions game? IIRC, you was Ermor getting hundreds of gems.
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Post by Norfleet »

DemoGraph wrote: ↑ April 15th, 2025, 22:28
BTW, how did you exploit that old Dominions game? IIRC, you was Ermor getting hundreds of gems.
Integer overflow, mostly.