[...] I have a set of house rules I've been using which differentiate between "gold" and "experience points". Generally, I translate any gold earned from killing Monsters into "experience points", which are kept in a separate column. Experience may be spent toward gaining Battle-Levels in the same way as gold (and can be mixed with it if need be) but it cannot be "spent" on anything else, and hence is less flexible than gold. However, you cannot /lose/ experience to the various Hazards and Events that seem to part a foo-- er, Warrior with his money so effectively.
Unexpected Events in Battle: When in battle, a 1 on the power phase roll will not result in an unexpected event. Reasoning: Things are usually bad enough.
My group of W.Questers ran into a problem with gold from monsters. I was playing the wizard, and like mentioned before, I could simply cast my lightning bolt after the others had taken enough attacks to bring it low, then collect all of the gold for myself. So, here's an optional solution: Rule: If one warrior kills a monster, he receives all of the gold (as normal). However, if two or more warriors wound a monster, it goes into a different tally, called group gold. At the end of the adventure simply divide the group gold by the number of surviving warriors, and give each warrior that amount. Reasoning: This prevents a warrior with an ability or item from taking the majority of the gold. I'll share another bit of thinking that we did on the subject. Making everything go into the "group gold" is a bad idea, because it removes some of the individual incentive to take out those monsters.
Rule: The Wizard can not cast an attack spell except during his turn during combat. Healing and defense spells may be cast at ANY time. Reason: We developed this rule because our wizard, armed with both Freeze and Finger of Death was "stealing" kills from the rest of the party. Not only did he get an inordinate share of experience from this, but it also ruined the fun of the game when the other warriors didn't get a chance to kill anything.
Rule: Any warrior who inflicts at least 1 Wound on a monsters gets a share of experience. If 2 warriors take down a monster, they each get 1/2 its experience value. If 3 warriors contribute, they all get 1/3, and so on. Reason: It seemed more fair this way than to have whoever got the killing blow get ALL the experience. With our [casting time restrictions] (above), the barbarian (leader) would have an unfair advantage.