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General Tabletop Discussion
*Dungeons & Dragons
5e GMs - Why or Why Not Wandering Treasure?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7505490" data-attributes="member: 6775031"><p>Just make them level 1 or level 2, as best represents their ability. It worked for every edition prior to 4E, and the only reason they needed to change it was because the 4E math didn't permit you to fight things that were ten levels lower than you. </p><p></p><p>Well, that, and the fact that non-minion monsters in 4E were much tougher and more complex to run than they had been in any prior edition. (I'm not sure that a level 11 fighter even <em>could</em> one-shot a level 1 soldier.) Just bringing in a bunch of level 1 chumps would have been disruptive to the flow of the game.</p><p>Not everyone agrees with that consideration. From my perspective, the rules of an RPG reflect the reality of the game world, and hit points reflect how much physical injury you can withstand before dying. The game is a simulation, although admittedly a somewhat-abstract one.</p><p></p><p>Other editions could be approached from either perspective. Things like lair actions and legendary actions can be seen as honest attempts to better reflect a certain type of reality, where the standard rules fall short.</p><p></p><p>Minion rules don't do that, though. Minion rules are the most-egregious break from simulation in the entire game, which is why everyone picks on them. There is no consistent definition of damage and hit points which permit an orc to have 1hp while a goblin has 20hp. Of course, if you go into the game with the assumption that rules only reflect narrative convention, then it wouldn't seem out of place at all.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7505490, member: 6775031"] Just make them level 1 or level 2, as best represents their ability. It worked for every edition prior to 4E, and the only reason they needed to change it was because the 4E math didn't permit you to fight things that were ten levels lower than you. Well, that, and the fact that non-minion monsters in 4E were much tougher and more complex to run than they had been in any prior edition. (I'm not sure that a level 11 fighter even [I]could[/I] one-shot a level 1 soldier.) Just bringing in a bunch of level 1 chumps would have been disruptive to the flow of the game. Not everyone agrees with that consideration. From my perspective, the rules of an RPG reflect the reality of the game world, and hit points reflect how much physical injury you can withstand before dying. The game is a simulation, although admittedly a somewhat-abstract one. Other editions could be approached from either perspective. Things like lair actions and legendary actions can be seen as honest attempts to better reflect a certain type of reality, where the standard rules fall short. Minion rules don't do that, though. Minion rules are the most-egregious break from simulation in the entire game, which is why everyone picks on them. There is no consistent definition of damage and hit points which permit an orc to have 1hp while a goblin has 20hp. Of course, if you go into the game with the assumption that rules only reflect narrative convention, then it wouldn't seem out of place at all. [/QUOTE]
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5e GMs - Why or Why Not Wandering Treasure?
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