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Adventures with an XP Budget - "Strategic" Play in D&D 4E ?
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<blockquote data-quote="Thasmodious" data-source="post: 4524010" data-attributes="member: 63272"><p>I care, just missed the thread. I enjoy a game with an emphasis on resource management. My players don't, so I don't get to indulge it often, but there's always OLGs to flex those muscles. </p><p></p><p>I love the idea of tying actual XP rewards to the adventure or encounter as opposed to specifically the monsters. You can still use the budget to build balanced encounters and then free the PCs to vary their approach. If they manage to retrieve the Mask of Awe from the desecrated temple without ever engaging the temple's denizens in combat, they get full XP and have pulled off something pretty special. It would really free PCs to approach things in any number of unorthodox ways, and players are nothing if not capable of the unorthodox. </p><p></p><p>This idea solves the problem of presenting games with a focus on resource management. The thing to flesh out now is how to utilize this in 4e and think around any problems that might come out. Surges are one of the main areas of management and you make their management a priority in the same way you utilized the nature of the game day in any other game. Restricting the opportunities for that extended rest, rather through time pressure, environmental, or simple lack of opportunity (can't take an extended rest or retreat to return another day when you're infiltrating the temple. </p><p></p><p>Equipment management might be a bit more of a problem in 4e, but easily fixed I think. With the games hand wave of mundane equipment, it will take a bit more effort to make it important, requiring equipment to achieve certain tasks and the like. Some of it, ammunition, food and water, are made important in the need for management through the environment or lack of opportunity to replenish -forays deep into the forbidden jungle, that sort of thing. </p><p></p><p>The equipment list would be easy to expand and, iirc, some of the rules/guidelines in the 2e Wilderness Survival Guide would serve well, as would any Arms and Equipment Guide. I think the way to balance that is not to make the equipment absolutely necessary, but to set the DCs for challenges higher and then give bonuses for equipment use to bring it back to the level of challenge it would be if you weren't messing with it in the first place. </p><p></p><p>Any other areas of resource you can think of that might need to be dealt with in adapting to the system?</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4524010, member: 63272"] I care, just missed the thread. I enjoy a game with an emphasis on resource management. My players don't, so I don't get to indulge it often, but there's always OLGs to flex those muscles. I love the idea of tying actual XP rewards to the adventure or encounter as opposed to specifically the monsters. You can still use the budget to build balanced encounters and then free the PCs to vary their approach. If they manage to retrieve the Mask of Awe from the desecrated temple without ever engaging the temple's denizens in combat, they get full XP and have pulled off something pretty special. It would really free PCs to approach things in any number of unorthodox ways, and players are nothing if not capable of the unorthodox. This idea solves the problem of presenting games with a focus on resource management. The thing to flesh out now is how to utilize this in 4e and think around any problems that might come out. Surges are one of the main areas of management and you make their management a priority in the same way you utilized the nature of the game day in any other game. Restricting the opportunities for that extended rest, rather through time pressure, environmental, or simple lack of opportunity (can't take an extended rest or retreat to return another day when you're infiltrating the temple. Equipment management might be a bit more of a problem in 4e, but easily fixed I think. With the games hand wave of mundane equipment, it will take a bit more effort to make it important, requiring equipment to achieve certain tasks and the like. Some of it, ammunition, food and water, are made important in the need for management through the environment or lack of opportunity to replenish -forays deep into the forbidden jungle, that sort of thing. The equipment list would be easy to expand and, iirc, some of the rules/guidelines in the 2e Wilderness Survival Guide would serve well, as would any Arms and Equipment Guide. I think the way to balance that is not to make the equipment absolutely necessary, but to set the DCs for challenges higher and then give bonuses for equipment use to bring it back to the level of challenge it would be if you weren't messing with it in the first place. Any other areas of resource you can think of that might need to be dealt with in adapting to the system? [/QUOTE]
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Adventures with an XP Budget - "Strategic" Play in D&D 4E ?
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