A couple weeks ago I posted a version of Jeff’s carousing for xp rules, adapted to reflect the DCC RAW experience scale. So far in my DCC judging, I’ve awarded experience while adventuring using the guidelines in the rules, which are mostly centered around surviving threats. I’ve also stuck to Luck awards for good role-playing and such, as the rules suggest. However, I wanted players to have the option to spend gold on xp-gaining activity for two reasons: One, my group doesn’t meet super frequently (every 3-4 weeks), so I wanted to bump up the xp curve a bit to make mid-level play attainable within a somewhat reasonable amount of time. Two, I think it’s very much in keeping with the style of Appendix N to encourage players to spend large amounts of hard-earned coin on things other than practical adventuring gear.
To further encourage that sort of spending, I’ve decided to incorporate a couple additional class-specific gold for xp options into the game. I’ve also made a few tweaks to my take on carousing, as noted below (and in the updated download document). Each activity requires at least one full week of downtime between adventures, and characters can’t gain xp from engaging the same activity again until they’ve gone out and done some real adventure-type stuff in between.
Consecration: Clerics can spend their gold constructing altars, shrines, and temples to their gods, or otherwise engaging in ritual consecration of sites if the god doesn’t go in for the flashy stuff. (But really, if they don’t, why is your cleric worshipping that lame god?)
Clerics earn 1 xp for every 100 gp thus spent, to a limit of 5 xp at a time — this can be from partial construction of a much grander structure, though it should start with the actual altar and move out from there.
There are no immediate consequences for temple construction, but over time there’s a chance that your great work will be desecrated by heathens, and the gods don’t like that. For every month that the cleric goes out adventuring (even if they are only gone for a week or two out of that month), there’s a 5% chance that one of their constructions is desecrated in some way. The cleric gains 1d6 to their permanent deity disapproval range until they spend the d6 result x 100 gp re-sanctifying and repairing.
Magical Research: Not to be confused with learning new spells, this is the sort of miscellaneous weird and dangerous magical research that results in tiger/giant centipede hybrid creature that destroys three blocks before being taken out. Wizards and elves earn 1 xp for every 100 gp thus spent, to a limit of 5 xp at a time.
When engaging in such research, the caster must make a spell check against DC 15 or suffer consequences. I’m still working on the table for that, but it will combine some things from Brandon’s list with the Corruption tables in DCC rulebook and a couple other sources.
Carousing: All characters can carouse for xp, but some know how to have a good time better than others. You must have at least 100 gp of wealth to try carousing for xp. Roll 1d5; you gain the result in XP and spend the result x 100 gp. If the cost of carousing is more than you possess in coins, gems, and luxury items, you are now indebted to someone who expects to be paid back the difference plus 1d6 x 10% interest. If you then roll a “lose all your stuff” consequence, double the debt. Thieves, warriors, dwarves, and halflings may choose to double the XP earned and gold spent, provided they have at least enough wealth to cover the initial result’s cost. Any additional cost incurs debt as normal (so if a warrior or thief rolls a 4 and has 400 gp, they can take the 4 xp or choose to earn 8 xp and have 400 gp debt with 10-60% interest).
In addition, after each carousing die is rolled, you must roll d100 on the consequences table; subtract your permanent Luck modifier x 10% from the d100 roll.