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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e's Inorganic Loot System: Yay or Nay?
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<blockquote data-quote="malacapricornis" data-source="post: 4367901" data-attributes="member: 72686"><p>Disclaimer: Ultimately whatever you and your players have fun with, I suppose is the goal.</p><p> </p><p>With that out of the way I like the measured nature of the 4E because, imo, challenge and risk is important in a game. If you are super "clever" and take out that ancient red at first level do you really deserve the full hoard of loot? I suppose it could work either way.</p><p> </p><p>It's a problem for me because I do not think items should overpower the player. That to me is not fun for long.</p><p> </p><p>Rolling for treasures and having huge surpluses of magic items is good if you have item destruction from failed saves, rust monsters, etc in the game. Otherwise PCs are much more powerful then their levels should indicate which means higher level encounters with corresponding treasures to try to provide challenge.</p><p> </p><p>The parcel system, combined with insuring that the items fit the players and the metered encounter system, while artificial (much like the whole game for that matter) if followed with care should help enable a game that remains challenging.</p><p> </p><p>Will exploits or breakdowns in the system occur? Of course. In a system of any sort of complexity with supplements coming out monthly via Dragon and Dungeon clever players and DMs will be able to figure out some very potent combos and rule exploits. This is where careful DMing in regards to balance and challenge is helpful.</p></blockquote><p></p>
[QUOTE="malacapricornis, post: 4367901, member: 72686"] Disclaimer: Ultimately whatever you and your players have fun with, I suppose is the goal. With that out of the way I like the measured nature of the 4E because, imo, challenge and risk is important in a game. If you are super "clever" and take out that ancient red at first level do you really deserve the full hoard of loot? I suppose it could work either way. It's a problem for me because I do not think items should overpower the player. That to me is not fun for long. Rolling for treasures and having huge surpluses of magic items is good if you have item destruction from failed saves, rust monsters, etc in the game. Otherwise PCs are much more powerful then their levels should indicate which means higher level encounters with corresponding treasures to try to provide challenge. The parcel system, combined with insuring that the items fit the players and the metered encounter system, while artificial (much like the whole game for that matter) if followed with care should help enable a game that remains challenging. Will exploits or breakdowns in the system occur? Of course. In a system of any sort of complexity with supplements coming out monthly via Dragon and Dungeon clever players and DMs will be able to figure out some very potent combos and rule exploits. This is where careful DMing in regards to balance and challenge is helpful. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e's Inorganic Loot System: Yay or Nay?
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