Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="howandwhy99" data-source="post: 3412256" data-attributes="member: 3192"><p>These example cases, like in past discussions, have always lent towards the extreme. Yes. I can't for the life of me figure out how a group of 5th level PCs could win against a Balor. However, if they did, I would not shirk in awarding treasure or XP. They earned it. If I'm running it at my nastiest, ratbastard worst, something as intelligent, skillfully played, and absolutely appropriate for a CR 20 demon, and they <em>still</em> win, I'm giving it to them. Hell, I'm probably taking them out for dinner.</p><p></p><p>The extreme example is not the point. If you can get there, awesome. My point was: if your group is so good they can regularly beat creatures 5, 6, 7+ levels higher than their suggested EL, than they get to be above their suggested wealth level. By considerable amounts even. They also get to keep all the XP earned. In this way, they advance far faster than beginners and intermediates and reach levels where their skill is more appropriately challenged.</p><p></p><p>In most typical campaign worlds, you're right. It's far over what most creatures in the world will have as treasure. But if they can earn it, like in the example above with the balor, it's not Monty Haul. That's what Monty Haul players are trying to pass themselves off as.</p><p></p><p></p><p>I've heard this many times before too. It seems, if players are good enough to beat the Balor, they get stuck with "level-appropriate" treasure and only enough XP to advance 1 level. That's not incentive IMO. That's an advancement cap. It tells players they can't beat the system, so don't bother trying. In reverse, it can prop up poor players and give a sense of entitlement, like I mentioned before. </p><p></p><p>My question is: why bother trying for "the far end of doable" when it's only likely to get your character killed and offers rewards you can achieve with less risk? </p><p></p><p>In my games the players choose what to face (either purposefully or by accident). And they are just like any other players; they get intrinsic value from success. It's a blast from beating their opponents whatever the type of challenge. But if treasure* and XP have an artificial limit, why risk their necks for more? </p><p></p><p></p><p>*(treasure here includes all those less easily measured things like titles, followers, lands, and reputation that come from noncombat challenges).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3412256, member: 3192"] These example cases, like in past discussions, have always lent towards the extreme. Yes. I can't for the life of me figure out how a group of 5th level PCs could win against a Balor. However, if they did, I would not shirk in awarding treasure or XP. They earned it. If I'm running it at my nastiest, ratbastard worst, something as intelligent, skillfully played, and absolutely appropriate for a CR 20 demon, and they [i]still[/i] win, I'm giving it to them. Hell, I'm probably taking them out for dinner. The extreme example is not the point. If you can get there, awesome. My point was: if your group is so good they can regularly beat creatures 5, 6, 7+ levels higher than their suggested EL, than they get to be above their suggested wealth level. By considerable amounts even. They also get to keep all the XP earned. In this way, they advance far faster than beginners and intermediates and reach levels where their skill is more appropriately challenged. In most typical campaign worlds, you're right. It's far over what most creatures in the world will have as treasure. But if they can earn it, like in the example above with the balor, it's not Monty Haul. That's what Monty Haul players are trying to pass themselves off as. I've heard this many times before too. It seems, if players are good enough to beat the Balor, they get stuck with "level-appropriate" treasure and only enough XP to advance 1 level. That's not incentive IMO. That's an advancement cap. It tells players they can't beat the system, so don't bother trying. In reverse, it can prop up poor players and give a sense of entitlement, like I mentioned before. My question is: why bother trying for "the far end of doable" when it's only likely to get your character killed and offers rewards you can achieve with less risk? In my games the players choose what to face (either purposefully or by accident). And they are just like any other players; they get intrinsic value from success. It's a blast from beating their opponents whatever the type of challenge. But if treasure* and XP have an artificial limit, why risk their necks for more? *(treasure here includes all those less easily measured things like titles, followers, lands, and reputation that come from noncombat challenges). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
Top