Quote:
Originally Posted by Walknot That rings true with me, too. It is a neat idea that discovering a treasure trove could just be the start of challenges and complications. You could allow fans of "hack 'n sack" style play to grab the loot and scoot, but at the same time offer a variety of incentives for players who want more skill challenges and role play.
As you mention Blue, this is outside of any one game system.
On the other hand, for 5e, are there cetain game rules that could enhance these possibilities? |
Absolutely. I think you need to divorce XP and gold/items from specific encounters and consciously put it in the hands of the DM. If the players get XP because the DM says so (completed a plot arc, cool and meaningful fight, great intra-party RP, introducing plot complications, etc.) instead of the deterministic "we completed a combat/trap/social/skill encounter, we get a reward" then you allow each DM to guide the game to the fun of the players and differing styles. And if other rewards like gold are specifically braced around character advancement (by XP, level, what have you), then the rules will support however you want to play.
There is no one
right way, even in a single group. Separating advancement and reward from a mechanical encounter system into a unique-for-your-game driven system allows this.
Cheers,
Blue
P.S. Though to loop to another 5e post, rules should also support if you want to change the rewards, so that DMs will understand how to keep things balanced if they only give a fraction,or a large multiple, of expected treasure or other rewards.