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<blockquote data-quote="Lanefan" data-source="post: 7754500" data-attributes="member: 29398"><p>So in each case the default assumption is that they will try to progress through the levels; with the major difference being likelihood of success.</p><p></p><p>I do my best to ignore the existence of systems like that, and 4e as written is not such a system. I don't believe in plot-protection or system-protection of PCs - if the PCs can kill the monsters then the monsters have to have a chance of killing the PCs, otherwise a bunch of things - immersion, realism, believability to name a few - go right out the window.</p><p></p><p>The way you play it, maybe; but that's only your own house and your own style. As written it is a survival game. In every published module there's monsters and traps and big set-piece encounters that are, in the end, trying to kill off the PCs; and that 4e maybe gives the PCs an overall better chance of surviving each of these doesn't mean survival isn't a goal.</p><p></p><p>Fair enough. I'm more talking about the player who is just as engaged in the game as everyone else but who <strong>actively</strong> plays their character out of harm's way at every opportunity, leaving others to take the heat. </p><p></p><p>From the 4e modules etc. I've run I don't see it as specifically incentivizing the gonzo but more as providing lots of excellent opportunities for it to happen - one of 4e's better notions.</p><p></p><p>My point is that if four players at the table want to embrace the gonzo while one player keeps their character back, and yet all get the same xp or milestones all the time, the cautious player's PC will in the end survive longer, become wealthier, and - if the DM allows such - become higher level than everyone else; simply because attrition has caught up with the others.</p><p></p><p>Because if I ask, you'll 99% likely tell me the payoff and reward is in effect simply getting to play - which in theory is true for all RPGs if not all games in general.</p><p></p><p>However, the mechanical system of many (most?) RPGs - and a boatload of online RPGs and RPG-like games - also builds in xp and-or levelling as a reward; a measure of advancement or improvement. It's how this reward is allocated and what it's given for that I'm talking about here.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7754500, member: 29398"] So in each case the default assumption is that they will try to progress through the levels; with the major difference being likelihood of success. I do my best to ignore the existence of systems like that, and 4e as written is not such a system. I don't believe in plot-protection or system-protection of PCs - if the PCs can kill the monsters then the monsters have to have a chance of killing the PCs, otherwise a bunch of things - immersion, realism, believability to name a few - go right out the window. The way you play it, maybe; but that's only your own house and your own style. As written it is a survival game. In every published module there's monsters and traps and big set-piece encounters that are, in the end, trying to kill off the PCs; and that 4e maybe gives the PCs an overall better chance of surviving each of these doesn't mean survival isn't a goal. Fair enough. I'm more talking about the player who is just as engaged in the game as everyone else but who [B]actively[/B] plays their character out of harm's way at every opportunity, leaving others to take the heat. From the 4e modules etc. I've run I don't see it as specifically incentivizing the gonzo but more as providing lots of excellent opportunities for it to happen - one of 4e's better notions. My point is that if four players at the table want to embrace the gonzo while one player keeps their character back, and yet all get the same xp or milestones all the time, the cautious player's PC will in the end survive longer, become wealthier, and - if the DM allows such - become higher level than everyone else; simply because attrition has caught up with the others. Because if I ask, you'll 99% likely tell me the payoff and reward is in effect simply getting to play - which in theory is true for all RPGs if not all games in general. However, the mechanical system of many (most?) RPGs - and a boatload of online RPGs and RPG-like games - also builds in xp and-or levelling as a reward; a measure of advancement or improvement. It's how this reward is allocated and what it's given for that I'm talking about here. Lanefan [/QUOTE]
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